[Flightgear-devel] Photo Scenery

2005-08-21 Thread Mat Churchill




Thought I'd post this reply to an email from Stacie re photo scenery so
it willl show up for anyone searching on the subject.
Hi Stacie,

The following is an outline of how I created the photo scenery. All the
working out of things such as the size of the squares on the "mystery
grid" was done purely by tedious trial and error. I can't write in any
computer language such as perl, so I processed the figures for the
larger grid of squares using a spreadsheet ! As such it is terrible
route to getting photo imagery into Flightgear. Having said that it does
work.

It could be improved dramatically if a few things were in place. Two
things would make the entire operation vastly simpler.

   1. If someone was able to extract the lat/long information of the
  "mystery grid" from Flightgear and use this directly to create the
  grid of squares for the scenery build.
   2. If tguserdef was able to attribute textures with any name then the
  manual re attribution of texture type to each triangle could be
  avoided.

If I was doing this again I would try to get these two things resolved before I went ahead.
Someone could then write a perl script to automate much of the following.
Unfortunately I lost a hard drive not long after doing the photo
scenery, so I don't have the spreadsheets or xml files I used. Also if
the area you are building has coastline I also worked out a solution for
getting that to look OK.

Mat Churchill

Flightgear places textures inside a mystery grid (that I don't fully
understand). I have asked a couple of times on the forum and haven't got
an answer as to what it is. Textures are assigned a size (amongst other
things) in the materials.xml file. I think the ones with a size around
1000 seem to fit exactly into this grid, smaller ones are fitted into
the grid multiple times. To show the grid I created a texture that was
all black with a single pixel white border and loaded it into the scenery.

The resulting scenery looks like this:

http://www.projects.34sp.com/Flightgear/tn/a-Black-grid.jpg.html

*The boundaries of “texture areas” are built into the mesh itself*

If you look at this image above KSFO

http://www.projects.34sp.com/Flightgear/tn/textures-ksfo.jpg.html

And then look at the mesh of the same scenery you can see that when
terragear builds the scenery mesh the triangles not only create the
height data, but they also define the texture areas.

http://www.projects.34sp.com/Flightgear/tn/mesh-ksfo.jpg.html

As well as using the vmap0 data as described in 3.3 of
fg-scenery-tutorial (http://www.terragear.org/docs/scenery-tutorial/fg-scenery-tutorial.html)
you can also create and define your own texture areas using the
tguserdef command in conjunction with your own .xml file containing the
required lat/long points.

I created a grid of squares using tgusedef that exactly mimicked the
mystery grid. I gave each square the property of LandMass.
Unfortunately tguserdef won't let you assign custom textures that you
have added in materials.xml, it fails unless you use one of the default
texture definitions (this may have been fixed by now) This is a big
drawback as it means you then have to find another way of subsequently
changing the assigned texture for each individual triangle in the mesh.

*Because the photo scenery provides all the land use data, you then only
need to run a very simple version of the build e.g.*

fgfs-tools-client --rude --min-angle=0 --output-dir=. --work-dir=. --port=33933 DEM-30 LandMass

*Then when I viewed the mesh I had built I could see the squares built
into the mesh.*

I then cut up my photo image using chop.pl (/TerraGear/src/Prep/Photo)
into pieces that corresponded with the grid I made. I added each photo
square with the correct size to materials.xml

Then using Flightgear Scenery Designer I manually re-assigned each
triangle in the grid to correspond with the photo square I wanted to be
in that position.

Fire up FGFS and you have your photo scenery  :-) 

http://www.projects.34sp.com/Flightgear/






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[Flightgear-devel] Photo Scenery (txt)

2005-08-21 Thread Mat Churchill
Thought I'd post this reply to an email from Stacie re photo scenery so
it will show up for anyone searching on the subject.

Hi Stacie,

The following is an outline of how I created the photo scenery. All the
working out of things such as the size of the squares on the "mystery
grid" was done purely by tedious trial and error. I can't write in any
computer language such as perl, so I processed the figures for the
larger grid of squares using a spreadsheet ! As such it is terrible
route to getting photo imagery into Flightgear. Having said that it does
work.

It could be improved dramatically if a few things were in place. Two
things would make the entire operation vastly simpler.

   1. If someone was able to extract the lat/long information of the
  "mystery grid" from Flightgear and use this directly to create the
  grid of squares for the scenery build.
   2. If tguserdef was able to attribute textures with any name then the
  manual re attribution of texture type to each triangle could be
  avoided.

If I was doing this again I would try to get these two things resolved before I 
went ahead.
Someone could then write a perl script to automate much of the following.
Unfortunately I lost a hard drive not long after doing the photo
scenery, so I don't have the spreadsheets or xml files I used. Also if
the area you are building has coastline I also worked out a solution for
getting that to look OK.

Mat Churchill

*Flightgear places textures inside a mystery grid* (that I don't fully
understand). I have asked a couple of times on the forum and haven't got
an answer as to what it is. Textures are assigned a size (amongst other
things) in the materials.xml file. I think the ones with a size around
1000 seem to fit exactly into this grid, smaller ones are fitted into
the grid multiple times. To show the grid I created a texture that was
all black with a single pixel white border and loaded it into the scenery.

The resulting scenery looks like this:

http://www.projects.34sp.com/Flightgear/tn/a-Black-grid.jpg.html

*The boundaries of “texture areas” are built into the mesh itself*

If you look at this image above KSFO

http://www.projects.34sp.com/Flightgear/tn/textures-ksfo.jpg.html

And then look at the mesh of the same scenery you can see that when
terragear builds the scenery mesh the triangles not only create the
height data, but they also define the texture areas.

http://www.projects.34sp.com/Flightgear/tn/mesh-ksfo.jpg.html

As well as using the vmap0 data as described in 3.3 of
fg-scenery-tutorial 
(http://www.terragear.org/docs/scenery-tutorial/fg-scenery-tutorial.html)
you can also create and define your own texture areas using the
tguserdef command in conjunction with your own .xml file containing the
required lat/long points.

**I created a grid of squares using tgusedef that exactly mimicked the
mystery grid.** I gave each square the property of LandMass.
Unfortunately tguserdef won't let you assign custom textures that you
have added in materials.xml, it fails unless you use one of the default
texture definitions (this may have been fixed by now) This is a big
drawback as it means you then have to find another way of subsequently
changing the assigned texture for each individual triangle in the mesh.
*
*Because the photo scenery provides all the land use data, you then only
need to run a very simple version of the build e.g.**

fgfs-tools-client --rude --min-angle=0 --output-dir=. --work-dir=. --port=33933 
DEM-30 LandMass

**Then when I viewed the mesh I had built I could see the squares built
into the mesh*.*

I then cut up my photo image using chop.pl (/TerraGear/src/Prep/Photo)
into pieces that corresponded with the grid I made. I added each photo
square with the correct size to materials.xml

Then using Flightgear Scenery Designer I manually re-assigned each
triangle in the grid to correspond with the photo square I wanted to be
in that position.

Fire up FGFS and you have your photo scenery   :-)  

http://www.projects.34sp.com/Flightgear/

begin:vcard
fn:Mat Churchill
n:Churchill;Mat
email;internet:[EMAIL PROTECTED]
tel;work:+44 (0) 207 8371019
tel;fax:+44 (0) 207 8372761
tel;cell:07971 505097
x-mozilla-html:TRUE
version:2.1
end:vcard

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[Flightgear-devel] [EMAIL PROTECTED] Conference

2005-08-21 Thread Jon Berndt
I'd give a lot to know what these two papers are presenting! See below:

Jon

---

[EMAIL PROTECTED] Conference
26 - 29 Sep 2005
Hyatt Regency Crystal City
Arlington, Virginia

Session 71  COTS Software in Mission Critical Systems

0930
AIAA-2005-7108
Open Source Software: Cheap Isn't Exactly Free!
B. Calloni, J. McGowan, and R. Stanley, Lockheed Martin Corporation, Fort 
Worth, TX

1000
AIAA-2005-7106
Bazaar Meets Cathedral: Concerns About Open Source Software in Mission Critical 
Systems
[invited]
R. Kwan, Lightsaber Computing, Fremont, CA



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Re: [Flightgear-devel] [EMAIL PROTECTED] Conference

2005-08-21 Thread Erik Hofman

Jon Berndt wrote:

I'd give a lot to know what these two papers are presenting! See below:

Jon

---

[EMAIL PROTECTED] Conference
26 - 29 Sep 2005
Hyatt Regency Crystal City
Arlington, Virginia

Session 71  COTS Software in Mission Critical Systems

0930
AIAA-2005-7108
Open Source Software: Cheap Isn't Exactly Free!
B. Calloni, J. McGowan, and R. Stanley, Lockheed Martin Corporation, Fort 
Worth, TX


One thing is for sure; this one isn't about Free Software since FOSS 
ain't cheap, it's Free!


Erik

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Re: [Flightgear-devel] [EMAIL PROTECTED] Conference

2005-08-21 Thread Andy Ross
Jon S. Berndt wrote:
> I'd give a lot to know what these two papers are presenting! See below:
>
> Open Source Software: Cheap Isn't Exactly Free!
>   B. Calloni, J. McGowan, and R. Stanley, Lockheed Martin
>   Corporation, Fort Worth, TX
>
> Bazaar Meets Cathedral: Concerns About Open Source Software in
> Mission Critical Systems
>   R. Kwan, Lightsaber Computing, Fremont, CA

Heh, that's amusing.  This is a "follow the money" moment if I've
ever seen one.  Someone somewhere has a product that is about to
be killed by free software.

I found a bio page about the Rick Kwan guy here: he doesn't sound
so scary:

http://www.aiaa-sf.org/council/kwan_r.html

It's possible we're just misreading the titles, and the talks
aren't solely about OSS FUD.

Andy



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Re: [Flightgear-devel] [EMAIL PROTECTED] Conference

2005-08-21 Thread Arnt Karlsen
On Sun, 21 Aug 2005 07:48:35 -0500, Jon wrote in message 
<[EMAIL PROTECTED]>:

> I'd give a lot to know what these two papers are presenting! See
> below:

..looks a lot like FUD to me, best handled by Groklaw or the Nazgul. ;o)
 
> [EMAIL PROTECTED] Conference
> 26 - 29 Sep 2005
> Hyatt Regency Crystal City
> Arlington, Virginia
> 
> Session 71  COTS Software in Mission Critical Systems
> 
> 0930
> AIAA-2005-7108
> Open Source Software: Cheap Isn't Exactly Free!
> B. Calloni, J. McGowan, and R. Stanley, Lockheed Martin Corporation,
> Fort Worth, TX
> 
> 1000
> AIAA-2005-7106
> Bazaar Meets Cathedral: Concerns About Open Source Software in Mission
> Critical Systems [invited]
> R. Kwan, Lightsaber Computing, Fremont, CA

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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[Flightgear-devel] Re: Custom Scenery for Lake Constance

2005-08-21 Thread Alex Perry
> However, those data did not make it to the current scenery release as 
> TerraGear choked, obviously due to the massive density of data. I'm 
> going to further investigate this - maybe with a little help from the 
> experts on this list - and I hope that we can at some point release at 
> least some compromise version between "nearly no linedata" and "<<1 FPS" 
> ;-) The current selection of the data subset kept is arbitrary and not 
> necessarily sensible.

Try watching your virtual memory usage and see whether you're hitting
the 2GB (or 3GB) limit within that process.  If you are, it is worth
patching TerraGear until it runs cleanly on all 64 bit architectures.
If it isn't a memory problem, we can stick with the 32 bit for now.

If memory _is_ the limiting factor, it is easy enough to take all the
RAM of other computers on the network and make it available as swap
space on the 64 bit machine that is actually building big scenery.
Swapping over network to memory is a lot faster than to hard drive.

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