On Thursday, December 13, 2012 01:03:45 Vivian Meazza wrote: > Don't we need radar altitude for buildings etc. for radar altimeters, but > probably not trees? > > A radar altimeter needs to sample both the terrain and "hard" objects on > it. > > However, I watch this work with interest: I think it might make it worth > reviewing the AG radar that I abandoned due to the impact on frame rate, > and lack of realistic range because not enough tiles were loaded, > > > Vivian > > Vivian >
Yeah... to be discussed. I don't know much about trees, except that they are nodes made out of a couple of vertices (I think Stuat can correct me on this). But you're right about the buildings and radar alt. I suggest changing the signature of FGScenery::get_elevation_m to include a flag: surface only, and set the traversal mask accordingly. I will do just that today and report the results. I want this to be retro- compatible and no changes to other code that relies on get_elevation_m. Like I mentioned last night, not having to traverse all the random buildings, trees and whatnot speeds the intersect visitor result quite a lot, if only terrain elevation is desired. Any comments? Cheers, Adrian ------------------------------------------------------------------------------ LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel