It would be nice to get fgfred64's project finally into, as the current terrain 
seems outdated to me....
http://www.youtube.com/watch?v=fkzsD95K_Jk



--- On Wed, 6/1/11, Slavutinsky Victor <vitos...@mail.ru> wrote:

From: Slavutinsky Victor <vitos...@mail.ru>
Subject: Re: [Flightgear-devel] High altitute/speed flights terrain engine 
problems
To: "FlightGear developers discussions" <flightgear-devel@lists.sourceforge.net>
Date: Wednesday, June 1, 2011, 2:29 PM

> As I indicated in the Forum
> http://www.flightgear.org/forums/viewtopic.php?f=6&t=12005
> a solution to the problem would be to represent Earth from high altitude
> by pieces of a hires textured sphere (textures to be obtained from
> Celestia), with (at least as demo) a simple Nasal script controlling which
> pieces of the sphere are currently to be loaded.

As I said previously, it's gotta be implemented not on model level but
on whole FG level, or not implemented at all. Think You have more
productive computer while I have midproductive. We must orientate on
users with midproductive or even less powerful computers. Current FG
terrain engine can not be used on high altitude/speeds on current
midlevel computers and gotta be switched off anyway.

> I did some experiments with a textured sphere and found that I can't
> simply place an Earth-sized sphere at the coordinate origin - the model is
> apparently deemed to be too far away and isn't shown. Maybe there is a
> simple way to switch this off - but if not, a viable solution would be to
> use a nearer (co-moving) sphere bit which is kept in the precise
> proportion to the real thing as given by simple ray optics. Using this
> trick, I have managed to get a plausible ufo-above-Earth view within 35
> minutes work with a simple lowres (4096x4096) textured Earth.

Well, I suppose there is possible solution, as rising LOD of whole model
and LOD of "Earth" in model xml file. 

    <animation>
        <type>range</type>
        <min-m>0</min-m>
        <max-m>1000000</max-m>
    </animation>

But what will You do in multiplayer?

> I believe all this is doable without significant modifications to the
> core. It may not be an elegant solution, but it can be picked up by anyone
> who is able to code a bit Nasal and can texture a model. Admittedly there
> are much more elegant solutions, and solutions which generalize to flights
> in the whole solar system, but I don't really see us getting started on
> that.

Again, in multiplayer You'll cover sky of other users with giant sphere
or will look as craft with big sphere aside for others. It's not only
not elegant, it's not solved problem really. Of course it possible to
make mutiplayer model without that sphere and so on, but normal things
gotta be common. Otherwise it makes problems what can not be solved.

> Cheers,
> 
> * Thorsten

Cheers,

* Victor


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