Closed hbeni closed 3 years ago
@hbeni For the outside it is already supported and in master.
For the inside it seems you have to disable the ALS-shadowing, which means that you wouldn´t have interior shadows without compositor renderer anymore. But I can´t tell, since my fgfs isn´t uptodate yet.
For the interior you need branch "next" and change the interior effect file as below
<!--texture n="4">
<type>cubemap</type>
<images>
<positive-x>Aircraft/c172p/Models/Effects/interior/shadow_px.png</positive-x>
<negative-x>Aircraft/c172p/Models/Effects/interior/shadow_nx.png</negative-x>
<positive-y>Aircraft/c172p/Models/Effects/interior/shadow_py.png</positive-y>
<negative-y>Aircraft/c172p/Models/Effects/interior/shadow_ny.png</negative-y>
<positive-z>Aircraft/c172p/Models/Effects/interior/shadow_pz.png</positive-z>
<negative-z>Aircraft/c172p/Models/Effects/interior/shadow_nz.png</negative-z>
</images>
</texture>
<opacity-cube-center type="vec3d" n="0"> 0.45732 0.0 0.1825 </opacity-cube-center>
<opacity-cube-scale type="vec3d" n="0"> 1.5 0.5 0.7</opacity-cube-scale>
<opacity-cube-angle type="float">0.0</opacity-cube-angle-->
<texture n="4">
<type>cubemap</type>
<images>
<positive-x>Aircraft/c172p/Models/Effects/interior/white.png</positive-x>
<negative-x>Aircraft/c172p/Models/Effects/interior/white.png</negative-x>
<positive-y>Aircraft/c172p/Models/Effects/interior/white.png</positive-y>
<negative-y>Aircraft/c172p/Models/Effects/interior/white.png</negative-y>
<positive-z>Aircraft/c172p/Models/Effects/interior/white.png</positive-z>
<negative-z>Aircraft/c172p/Models/Effects/interior/white.png</negative-z>
</images>
</texture>
<shadow-mapping-enabled>true</shadow-mapping-enabled>
This example shows what i did to the c172p. I commented out the cube map shadow (opacity cube) and added a pure white cube map (required to eliminate a green tint). You also have to have the"shadow-mapping-enabled" line. This is inherited from model-interior. Our entire interior effect file, with the old shadow cube removed.
<PropertyList>
<name>c172p-interior</name>
<inherits-from>Effects/model-interior</inherits-from>
<parameters>
<texture n="4">
<type>cubemap</type>
<images>
<positive-x>Aircraft/c172p/Models/Effects/interior/white.png</positive-x>
<negative-x>Aircraft/c172p/Models/Effects/interior/white.png</negative-x>
<positive-y>Aircraft/c172p/Models/Effects/interior/white.png</positive-y>
<negative-y>Aircraft/c172p/Models/Effects/interior/white.png</negative-y>
<positive-z>Aircraft/c172p/Models/Effects/interior/white.png</positive-z>
<negative-z>Aircraft/c172p/Models/Effects/interior/white.png</negative-z>
</images>
</texture>
<shadow-mapping-enabled>true</shadow-mapping-enabled>
<light-filter-one type="vec3d">0.5 0.5 0.5</light-filter-one>
<light-filter-two type="vec3d">0.9 0.2 0.2</light-filter-two>
<light-radius type="float">13</light-radius>
<irradiance-map-type type="int">2</irradiance-map-type>
<irradiance-map-strength type="float">.2</irradiance-map-strength>
<residual-ambience-r type="float"><use>/sim/model/c172p/lighting/rgb-ra-r-factor</use></residual-ambience-r>
<residual-ambience-g type="float"><use>/sim/model/c172p/lighting/rgb-ra-g-factor</use></residual-ambience-g>
<residual-ambience-b type="float"><use>/sim/model/c172p/lighting/rgb-ra-b-factor</use></residual-ambience-b>
<ra-irradiance-map-type type="int">0</ra-irradiance-map-type>
<ra-irradiance-map-strength type="float">1</ra-irradiance-map-strength>
</parameters>
</PropertyList>
I just tested some other ideas I had and discovered the following. If you use your existing shadow cube map and only add the compositor shadow switch to the effect file you can have the original ALS shadow cube when the compositor shadow switch is shut off in the GUI, or you get the compositor shadows if the switch is on in the GUI. Please test this and confirm. Add the following to your model-interior derived effect file and leave the existing ALS shadow cube intact.
<shadow-mapping-enabled>true</shadow-mapping-enabled>
That's it, you should have ALS shadows (original shadow) when the compositor shadow switch is not checked, and when it is checked you should have compositor shadows and not the original ALS shadow cube shadows (current next branch only). You can tell the difference as the compositor shadows are dynamic such as if you see the yoke shadow it will animate as you move the yoke.
So now the c172p effects file looks like this.
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>c172p-interior</name>
<inherits-from>Effects/model-interior</inherits-from>
<parameters>
<texture n="4">
<type>cubemap</type>
<images>
<positive-x>Aircraft/c172p/Models/Effects/interior/shadow_px.png</positive-x>
<negative-x>Aircraft/c172p/Models/Effects/interior/shadow_nx.png</negative-x>
<positive-y>Aircraft/c172p/Models/Effects/interior/shadow_py.png</positive-y>
<negative-y>Aircraft/c172p/Models/Effects/interior/shadow_ny.png</negative-y>
<positive-z>Aircraft/c172p/Models/Effects/interior/shadow_pz.png</positive-z>
<negative-z>Aircraft/c172p/Models/Effects/interior/shadow_nz.png</negative-z>
</images>
</texture>
<opacity-cube-center type="vec3d" n="0"> 0.45732 0.0 0.1825 </opacity-cube-center>
<opacity-cube-scale type="vec3d" n="0"> 1.5 0.5 0.7</opacity-cube-scale>
<opacity-cube-angle type="float">0.0</opacity-cube-angle>
<shadow-mapping-enabled>true</shadow-mapping-enabled>
<light-filter-one type="vec3d">0.5 0.5 0.5</light-filter-one>
<light-filter-two type="vec3d">0.9 0.2 0.2</light-filter-two>
<light-radius type="float">13</light-radius>
<irradiance-map-type type="int">2</irradiance-map-type>
<irradiance-map-strength type="float">.2</irradiance-map-strength>
<residual-ambience-r type="float"><use>/sim/model/c172p/lighting/rgb-ra-r-factor</use></residual-ambience-r>
<residual-ambience-g type="float"><use>/sim/model/c172p/lighting/rgb-ra-g-factor</use></residual-ambience-g>
<residual-ambience-b type="float"><use>/sim/model/c172p/lighting/rgb-ra-b-factor</use></residual-ambience-b>
<ra-irradiance-map-type type="int">0</ra-irradiance-map-type>
<ra-irradiance-map-strength type="float">1</ra-irradiance-map-strength>
</parameters>
</PropertyList>
You probably could default the compositor switch to off requiring it to be turned on in the GUI before it ever becomes active for default users with the LTS release version. Please test with the LTS version to be sure the compositor shadow switch does no harm.
Sorry for spamming your issue but upon further testing there is a problem trying to use the ALS shadow cube in place of the white cube needed by the compositor. I think the black or dark portions of the ALS shadow cube cause parts of the compositor shadow to be dark and thus not effective. To test this theory use your existing ALS shadow cube with the compositor shadow scheme and then try it with the pure white cube...
<texture n="4">
<type>cubemap</type>
<images>
<positive-x>Aircraft/c172p/Models/Effects/interior/white.png</positive-x>
<negative-x>Aircraft/c172p/Models/Effects/interior/white.png</negative-x>
<positive-y>Aircraft/c172p/Models/Effects/interior/white.png</positive-y>
<negative-y>Aircraft/c172p/Models/Effects/interior/white.png</negative-y>
<positive-z>Aircraft/c172p/Models/Effects/interior/white.png</positive-z>
<negative-z>Aircraft/c172p/Models/Effects/interior/white.png</negative-z>
</images>
</texture>
@wlbragg Thanks! Unfortunately windows-nightly is broken, so I can´t test yet.
@HHS81 you can use the CMake build script in fgmeta to build a Windows version of FGFS, That's what I've been using. Then your not limited to Jenkins. It pretty well automated.
@wlbragg Is there any "HowTo" available?
@wlbragg Is there any "HowTo" available?
found it
@wlbragg Tried it with this tutorial: http://wiki.flightgear.org/Building_using_CMake_-_Windows, and I think I found an error. The folder windows-3rd-party-deps must be windows-3rd-party.
Anyway- I can`t launch FlightGear, I get following error message- any idea how to solve?
Heiko, i think it might be a good idea to post this to the mailing list. I skimmed through it and i think i remember a recent thread about build errors
Sorry, no. For me it had to be simple and pretty much automatic or I wouldn't have the time nor willingness to try to work through the dependencies and fix problems. So that is why I recommended it to you, it just worked on my system, as is, and was easy enough for me to deal with it. I wonder if my script (which just worked and is a little bit older) maybe would work for you? If push comes to shove I can provide you with the git id's of the pulls I have from flightgear, simgear, windows-3rd-party and fgdata to go along with the build script I have. You can disable the download portion at the beginning of the script by commenting out those lines so it will just build and not clone.
i think i remember a recent thread about build errors
I vaguely remember seeing this as well.
This is simple enough, so I'll just post it in case you want to try it.
simgear - next 79252d889ce062b8814fa2f33a024bb17aafc7dd
flightgear - next f03358d4f8e4f61e255e29157c36b724cbd035e1
fgdata - next 0c1b9bf452cf8101d9cb135dfb8e87c6318aa690
windows-3rd-party - master 2133a1029261fe819ec87816c7337549bd5d0509
osg - fgfs-342-1 dcb836fcb12520f60dd2c3aa83513ef64645cda2
#git clone https://git.code.sf.net/p/flightgear/simgear simgear
#git clone https://git.code.sf.net/p/flightgear/flightgear flightgear
#git clone https://git.code.sf.net/p/flightgear/fgdata fgdata
#git clone https://git.code.sf.net/p/flightgear/windows-3rd-party windows-3rd-party
#git clone -b fgfs-342-1 https://github.com/zakalawe/osg.git osg
SET PATH=%PATH%;%ProgramFiles%\CMake\bin
SET QT5SDK64=C:\Qt\5.15.1\msvc2019_64
SET CMAKE_TOOLCHAIN="Visual Studio 16 2019"
SET ROOT_DIR=C:\FG\FlightGearBuild
md osg-build
md simgear-build
md flightgear-build
cd %ROOT_DIR%\osg-build
cmake %ROOT_DIR%\osg -G %CMAKE_TOOLCHAIN% -A x64 ^
-DACTUAL_3RDPARTY_DIR=%ROOT_DIR%\windows-3rd-party/msvc140/3rdParty.x64 ^
-DCMAKE_RELWITHDEBINFO_POSTFIX:STRING= ^
-DOSG_USE_UTF8_FILENAME:BOOL=ON ^
-DWIN32_USE_MP:BOOL=ON ^
-OpenGL_GL_PREFERENCE=LEGACY ^
-DCMAKE_INSTALL_PREFIX:PATH=%ROOT_DIR%\install
cmake --build . --config RelWithDebInfo --target INSTALL
cd %ROOT_DIR%\simgear-build
cmake %ROOT_DIR%\simgear -G %CMAKE_TOOLCHAIN% -A x64 ^
-DOSG_FSTREAM_EXPORT_FIXED:BOOL=ON ^
-DCMAKE_INSTALL_PREFIX:PATH=%ROOT_DIR%\install
cmake --build . --config RelWithDebInfo --target INSTALL
cd %ROOT_DIR%\flightgear-build
cmake %ROOT_DIR%\flightgear -G %CMAKE_TOOLCHAIN% -A x64 ^
-DCMAKE_INSTALL_PREFIX:PATH=%ROOT_DIR%\install ^
-DCMAKE_PREFIX_PATH=%QT5SDK64% ^
-DOSG_FSTREAM_EXPORT_FIXED:BOOL=ON ^
-DENABLE_COMPOSITOR:BOOL=ON
cmake --build . --config RelWithDebInfo --target INSTALL
pause
@wlbragg May I ask, where you fgdata is and how your Directory Tree for fgdata looks like? I have FlightGearBuild\fgdata... is that correct? It seems to me it doesn´t find fgdata. Your build script is pretty much the same here I use
My fgdata is located at C:\FG\FlightGearBuild\fgdata
The rest of the source is C:\FG\FlightGearBuild\simgear C:\FG\FlightGearBuild\flightgear C:\FG\FlightGearBuild\osg C:\FG\FlightGearBuild\windows-3rd-party
So you mean: C:\FG\FlightGearBuild\fgdata AI/ Aircraft/ Airport/
Yes
@wlbragg so that`s not the cause of my issue. I will have to ask on the devel-list, it seems the wiki entry is outdated. Many thanks for your help!
From what I gathered from your post to the dev list, when the startup tells you it can't find the correct data just click on the option to point it to a new data source and pick your new fgdata folder. If that is not working and it is still telling you that your data is not valid then it is the version number in that data folder. The new build from the stock cmake script is definitely looking for a version number in the file "version" in the fgdata folder of 2020.4.0.
@wlbragg It finally worked! 😄
I just tested some other ideas I had and discovered the following. If you use your existing shadow cube map and only add the compositor shadow switch to the effect file you can have the original ALS shadow cube when the compositor shadow switch is shut off in the GUI, or you get the compositor shadows if the switch is on in the GUI. Please test this and confirm. Add the following to your model-interior derived effect file and leave the existing ALS shadow cube intact.
This works petty well here!
Does this mean it will fix the issues #262 and #176 ?
I`m not yet sure .... still testing
@hbeni Well- now we don`t have any shadows on the instruments 😆
@wlbragg @hbeni You don`t need to set any white cube.png, as there is no difference on the interior. But shadow-mapping switch doesn´t work with interior-radiance.eff.
So we could change the interior-radiance.eff with something else maybe - or ask on the devel-list.
Here I removed now the .eff-file from the AI-gauge and the Speed-Gauge. Look on the other instruments.
That looks promising!
You don`t need to set any white cube.png, as there is no difference on the interior. But shadow-mapping switch doesn´t work with interior-radiance.eff.
I've got the c172p working with all the original effects including interior-radiance. I'm 90% positive you have to have a pseudo cube map (all white) or the compositor shadow picks up the coloring of the default cube used by ALS. It still works, it's just the shadow color is slightly off and more muted.
Do you have a current branch for any of this I can look at?
Check out the fg1000 branch for the c172p, it currently compositor compatible and has everything I am talking about in it. https://github.com/c172p-team/c172p/tree/FG1000-variant You don't have to use the fg1000 variant. It is only slightly different than our current master branch so you can look at all the effects and see that everything is working. Then possibly follow some of my theory as to what is going on in the background by removing the white cube map and noticing the difference. That is why I want to see your compositor implementation for myself. It's not that I don't believe you per se, it's just that I have done some fairly extensive testing of this and feel I have a fairly good handle on it. I'm seeing it on multiple compositor implementation of different aircraft. Maybe your not seeing what I am talking about. Or maybe something has recently been changed in next with the compositor?
I went ahead and tested this by configuring my local c182s the same as I did for the c172p. Here is a video that shows everything is working. This is compositor only, no shadow cubes other than pure white. https://youtu.be/sOg21FGKZuk
Here is the shadows with and without the white cube.
Changes I made to every effect file that inherited model-interior
<!--texture n="4">
<type>cubemap</type>
<images>
<positive-x>Models/Effects/004.png</positive-x>
<negative-x>Models/Effects/002.png</negative-x>
<positive-y>Models/Effects/001.png</positive-y>
<negative-y>Models/Effects/003.png</negative-y>
<positive-z>Models/Effects/006.png</positive-z>
<negative-z>Models/Effects/005.png</negative-z>
</images>
</texture>
<opacity-cube-center type="vec3d" n="0"> 0.5 0.0 0.3</opacity-cube-center>
<opacity-cube-scale type="vec3d" n="0"> 1.5 0.5 0.7</opacity-cube-scale>
<opacity-cube-angle type="float">0.0</opacity-cube-angle-->
<texture n="4">
<type>cubemap</type>
<images>
<positive-x>Aircraft/c172p/Models/Effects/interior/white.png</positive-x>
<negative-x>Aircraft/c172p/Models/Effects/interior/white.png</negative-x>
<positive-y>Aircraft/c172p/Models/Effects/interior/white.png</positive-y>
<negative-y>Aircraft/c172p/Models/Effects/interior/white.png</negative-y>
<positive-z>Aircraft/c172p/Models/Effects/interior/white.png</positive-z>
<negative-z>Aircraft/c172p/Models/Effects/interior/white.png</negative-z>
</images>
</texture>
<shadow-mapping-enabled>true</shadow-mapping-enabled>
What you'll find without the white cube map is that depending on the angle of the shadow being displayed is your shadow will have either blue or green tint, depends on if it is the default cubes sky face or grass face showing. Maybe this is something they can fix, I don't really know how many people are aware of this. I only know about it from doing the Shuttle effects way back. We were getting this strange tint on the flashlight lighting of objects that didn't have the shadow cube applied, only the flashlight, Thorsten knew what it was and explained it to me. Now if you use the existing ALS shadow cube for your aircraft instead, then you get perfect shadows where there is white on that cube but none where there is black on the cube, so it won't work right.
@wlbragg On you images it is significiant. But on my local system I don´t see any difference. And I guess why. I kept
<opacity-cube-center type="vec3d" n="0"> 0.5 0.0 0.3</opacity-cube-center>
<opacity-cube-scale type="vec3d" n="0"> 1.5 0.5 0.7</opacity-cube-scale>
<opacity-cube-angle type="float">0.0</opacity-cube-angle
You can test on branch Issue358
@wlbragg I did some tests with your c172p G1000. I think that something changed with the compositor on next. It doesn´t matter if you use
OK, thanks, I'll rebuild today and see if it changes anything. It would be really nice if it didn't depend on the compositor because then it should be possible to provide both the opacity cube and for people that are on LTS and still include compositor shadow capability for those more cutting edge.
Did you verify if interior-radiance is indeed not working now and that looking at my video it was working?
@HHS81 I rebuilt a current next and I don't see any change in anything for the c172p, But in the c182s it appears the interior-radiance didn't seem to be working, yet it still does in the c172p. And the same blue/green tint is happening in both aircraft without the white opacity cube.
@wlbragg On you images it is significiant. But on my local system I don´t see any difference. And I guess why. I kept
<opacity-cube-center type="vec3d" n="0"> 0.5 0.0 0.3</opacity-cube-center> <opacity-cube-scale type="vec3d" n="0"> 1.5 0.5 0.7</opacity-cube-scale> <opacity-cube-angle type="float">0.0</opacity-cube-angle
Did you only keep the 3 lines above and not the texture call itself below?
<texture n="4">
<type>cubemap</type>
<images>
<positive-x>Models/Effects/004.png</positive-x>
<negative-x>Models/Effects/002.png</negative-x>
<positive-y>Models/Effects/001.png</positive-y>
<negative-y>Models/Effects/003.png</negative-y>
<positive-z>Models/Effects/006.png</positive-z>
<negative-z>Models/Effects/005.png</negative-z>
</images>
</texture>
@wlbragg which airport?
You can test on branch Issue358
We can have now lighting in compositor- it had been enabled.
Woah! :fireworks:
Did you only keep the 3 lines above and not the texture call itself below?
I thought I answered this, but I guess I didn't. No I also kept the cube but used an all white cube.
But, I have been working with Helijah on the AirCrane. He added my work to the fgaddon model. He completely rearranged stuff (mostly for the better), but removed all effects except interior transparency effects. No model-interior or anything and the compositor is working correctly and the interior models look OK I guess. Would wither of your like to go look at a few of the interior objects, like the front panel and some of the gauges on it and tell me what you think. Also note the double effect definitions for the transparent objects in those interior objects. I am sure that is not correct and is a mistake on his part. I'm slowly trying to clean it up. But my main point was we have shadows and nice lighting without any effect inheritance at all, why?
But, I have been working with Helijah on the AirCrane. He added my work to the fgaddon model. He completely rearranged stuff (mostly for the better), but removed all effects except interior transparency effects. No model-interior or anything and the compositor is working correctly and the interior models look OK I guess. Would wither of your like to go look at a few of the interior objects, like the front panel and some of the gauges on it and tell me what you think. Also note the double effect definitions for the transparent objects in those interior objects. I am sure that is not correct and is a mistake on his part. I'm slowly trying to clean it up. But my main point was we have shadows and nice lighting without any effect inheritance at all, why?
Well, that´s the reason I don´t work with him anymore. Rearranging like helijah makes perfomance lower - even his simplier models has lower perfomance than my more complex models. He put a very overdone and unealistic reflection on all f the aircraft- your military versions of the Aircrane looks funny. And the fdm ist now completly off- I needed a whole left pedal even with low weight in ground effect... The double effect definitions is something which shows me that he still didn´t understand how the effects are working and how to use.
It looks like any interior in compositor without any shader. Like the Robinson R22. But without any interior-model shader you won´t have any panel lighting like backlight panel text.
Oh, well thanks for the input. Even though I have been doing this for a long time I still question myself from time to time. I really didn't know the compositor interior shadows would work at all without model-interior.
And the fdm ist now completly off- I needed a whole left pedal even with low weight in ground effect...
I didn't notice that as I haven't even tried to fly it yet. I'm still fixing the exterior lighting.
I already decided I am going to keep my development repository and now after this conversation I think I need to do some benchmark testing and make sure I am OK with the organizational structure changes.
As far as this issue is concerned I need to remove the white cube and leave the cube positioning tags and verify your observation. It would be nice to not have to have the white cube. But i guess I need to bring this up on the mailing list and see why we need any remnants of the opacity cube at all.
As far as this issue is concerned I need to remove the white cube and leave the cube positioning tags and verify your observation. It would be nice to not have to have the white cube. But i guess I need to bring this up on the mailing list and see why we need any remnants of the opacity cube at all.
Which is the airport you made the video? I want to check again. Maybe it is just a driver issue.
@wlbragg @hbeni I just added the compositor lights - what do you think: how far the landinglights and taxi lights reach in real life?
I think the landing light needs to get really far.... At least like the Fernlicht of a car
I set the max. distance to 200m- to low? EDIT: Google: Autofernlicht bis 200m
Are the landing/taxi-lights in the commit a0e758dea09694b already compositor, or are they mixed with ALS?
The illuminations of the courtesy lights, nav lights, strobes etc look awesome!!!
Can we easily add a faint red cockpit light for the irradiance of the radios? And are the glareshield and pedestal lights replaceable with the new technique?
(just asking because I'm so excited about that!)
(just pushed 59e5414 to Issue358
because the beacon light was always on as soon as the cockpit switch was flipped, regardless of bus power)
Are the landing/taxi-lights in the commit a0e758d already compositor, or are they mixed with ALS?
They were mixed, but I disable now ALS-lights when clustered-rendering is enabled
The illuminations of the courtesy lights, nav lights, strobes etc look awesome!!!
Thanks!
Can we easily add a faint red cockpit light for the irradiance of the radios?
Might be possible, but difficiult as as those lights don´t produce any shadows
And are the glareshield and pedestal lights replaceable with the new technique?
Not quite, as those lights don´t produce any shadows, and too much of them kill perfomance
(just asking because I'm so excited about that!)
Outstanding, I can't wait to implement in a few aircraft I am working on. I think we will have shadows on the lights eventually. I remember reading about it in the mailing list.
Outstanding, I can't wait to implement in a few aircraft I am working on. I think we will have shadows on the lights eventually. I remember reading about it in the mailing list.
Happy new Year! Rembrandt lights will be now automatically used, as also "older" Rembrandt lightmaps! You just have to remove the 3d-cones which was needed for Rembrandt.
@HHS81 I have a couple questions if you don't mind?
1) I noticed you commented out all the material animations (lighting) on all your interior object, but I didn't see where you added any compositor related interior lighting. Is that done yet?
2) I tried to port over your compositor landing light code, simple as it appears, it will not illuminate my runway. I show the light volume using /sim/debug/show-light-volumes, but no light.
a) is this light totally procedural, as in no blender object needed? b) is there anything other than the "spot" and "flash" code needed to implement it, nothing to turn on other than the normal switch and power conditions? For example we have to use shadow-mapping-enabled=true for interior shadows? The flash code works, but it looks to be identical to what we were already using. c) did you never make the ALS exterior procedural light that illuminated the runway that the c172p has (nasal driven)?
@HHS81 I have a couple questions if you don't mind?
1. I noticed you commented out all the material animations (lighting) on all your interior object, but I didn't see where you added any compositor related interior lighting. Is that done yet?
I didn´t use any compositor lights to the interior. I still use the lightmaps, as they give me a much more realistic appearence. That´s why I don´t use any material animations. I don´t think that there is anyone who can´t afford a computer able to use ALS today.
2. I tried to port over your compositor landing light code, simple as it appears, it will not illuminate my runway. I show the light volume using /sim/debug/show-light-volumes, but no light.
Did you set sim/rendering/clustered-shading/enabled
to true?
a) is this light totally procedural, as in no blender object needed?
Yes
b) is there anything other than the "spot" and "flash" code needed to implement it, nothing to turn on other than the normal switch and power conditions? For example we have to use shadow-mapping-enabled=true for interior shadows? The flash code works, but it looks to be identical to what we were already using.
The only thing you need additionally need is something like that:
`
1.8
`
c) did you never make the ALS exterior procedural light that illuminated the runway that the c172p has (nasal driven)?
I still use it for landing and taxilights. But I switch it off, when sim/rendering/clustered-shading/enabled
is true
Hello, it would be cool to have the compositor renderer supported for the interior and exterior shadows :)
Is there already a branch for that, so i can test it? (I remember heiko and wlbragg to have posted screenshots, but i don't know whats to be changed to support this)