Re: [Flightgear-devel] New scenery build
David Luff wrote: http://mail.flightgear.org/pipermail/flightgear-devel/2002-December/014095.html It requires openGL-1.2 for the patch to take effect, which I don't have on Cygwin. If your SGI is openGL-1.2 capable, then perhaps you could see if it makes any difference on your system? I'll have a look tonight, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
On 12/16/04 at 12:16 PM Curtis L. Olson wrote: David Luff wrote: I've commited a work-around to the base that wraps all the symetrical runway panels in the v direction (everything except the threshold panel has identical upper and lower borders, and so can safetly be wrapped in v given that we're only wrapping a handfull of pixels). This removes the vast majority of the lines (all except at the threshold, and the longitudional line where rwy numbers are made of 2 digits). You can still test Andy's plib patch by using the 2D c172 (--aircraft=c172p-2dpanel) which will almost certainly exhibit panel jointing problems if you've been seeing runway lines. Dave, Based on all my knowledge of OpenGL, this is the wrong thing to do and will introduce additional (although possibly less visible) artifacts at the edges. The visual results should be examined *very* carefully. I don't think this is what we want to do. Hi Curt, I had a feeling I'd cop some flak for this ;-) I'm quite prepared to be proved wrong and to revert it if need be. Lets look at the benefits first though and give it a couple of days to see if there really are some downsides. Here's some screenshots to look at - 2 before the change, and 2 after. KDPA screenshots from my Cygwin build, KSFO from the official binary, both with an ATI Radeon 7200 32Meg card. http://www.nottingham.ac.uk/~eazdluf/KSFO-default.jpg http://www.nottingham.ac.uk/~eazdluf/KSFO-new.jpg http://www.nottingham.ac.uk/~eazdluf/KDPA-default.jpg http://www.nottingham.ac.uk/~eazdluf/KDPA-new.jpg Without any change thousand of users who download the official binary and use (an unknown but significant subset of) non-NVidia cards are going to be seeing those lines in the runway. They don't look good :-( Explanation of the ATI vs. NVidia differences is given by Andy Ross, a full two years ago: http://mail.flightgear.org/pipermail/flightgear-devel/2002-December/014095.h tml http://sourceforge.net/mailarchive/forum.php?forum_id=4479max_rows=25style =nestedviewmonth=200212 His patch never got included in Plib though (looking at the current source), and even if it did I don't have the knowhow to get OpenGL-1.2 stuff working under Windows. I can think of 3 possible avenues for fixing this: 1 - Look at the airport generator. Perhaps we've got tiny over or underruns on the tex co-ords. Maybe lining them up perfectly or even with slight overlap would fix it. Disadvantage - need to regenerate scenery to see benefits - not practical for this release. 2 - Fred compiles Plib with Andy's patch and gets the official binary to use GL_CLAMP_TO_EDGE if available. Apparently most modern cards should handle this. Disadvantage - AFAICT using 1.2 extensions on Windows is possibly somewhat non-trivial - win32api supplies openGL 1.1 by default if I'm not mistaken. 3 - My, erm, hack. I can't theoretically see where it's going to cause artifacts. AFAICT, I'm just wrapping in one direction where the bottom and top pixels of the texture are practically the same anyway. That's why I can't do the threshold piece. I'm quite prepared to be proved wrong though - I thought I'd better do this with enough time before the release to back it out if need be ;-) We could almost certainly wrap all the full width pieces in u and v if it's the 1D wrapping you're concerned about, since the left and right are identical, as long as we don't overrun the small runway shoulder. Can't do the 9r, 7l etc bits in that direction though. I guess I'd better go and see what it looks like on an NVidea card now... Cheers - Dave This message has been scanned but we cannot guarantee that it and any attachments are free from viruses or other damaging content: you are advised to perform your own checks. Email communications with the University of Nottingham may be monitored as permitted by UK legislation. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
David Luff writes: I guess I'd better go and see what it looks like on an NVidea card now... Well, I've had a very good pan round the Chicago scenery in the ufo with both the old and new materials.xml on a Linux box with a Geforce3, and I can't find a shred of difference in any of the runways, regardless of surface or marking type. Cheers - Dave ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
On Thu, 16 Dec 2004 23:04:30 + David Luff [EMAIL PROTECTED] wrote: Well, I've had a very good pan round the Chicago scenery in the ufo with both the old and new materials.xml on a Linux box with a Geforce3, and I can't find a shred of difference in any of the runways, regardless of surface or marking type. FWIW, I just did the same with a GF4 Ti4600, checked asphalt and concrete rwys with both materials.xml's, took snapshots from identical perspectives so I could compare them directly, and I can't see any differences . . . -c -- Chris Metzler [EMAIL PROTECTED] (remove snip-me. to email) As a child I understood how to give; I have forgotten this grace since I have become civilized. - Chief Luther Standing Bear pgpTMp8npj6Oz.pgp Description: PGP signature ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
On 12/16/04 at 11:43 AM Martin Spott wrote: David Luff wrote: http://mail.flightgear.org/pipermail/flightgear-devel/2002-December/014095. html It requires openGL-1.2 for the patch to take effect, which I don't have on Cygwin. If your SGI is openGL-1.2 capable, then perhaps you could see if it makes any difference on your system? I'll have a look tonight, I've commited a work-around to the base that wraps all the symetrical runway panels in the v direction (everything except the threshold panel has identical upper and lower borders, and so can safetly be wrapped in v given that we're only wrapping a handfull of pixels). This removes the vast majority of the lines (all except at the threshold, and the longitudional line where rwy numbers are made of 2 digits). You can still test Andy's plib patch by using the 2D c172 (--aircraft=c172p-2dpanel) which will almost certainly exhibit panel jointing problems if you've been seeing runway lines. Cheers - Dave This message has been scanned but we cannot guarantee that it and any attachments are free from viruses or other damaging content: you are advised to perform your own checks. Email communications with the University of Nottingham may be monitored as permitted by UK legislation. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
David Luff wrote: On 12/16/04 at 11:43 AM Martin Spott wrote: David Luff wrote: http://mail.flightgear.org/pipermail/flightgear-devel/2002-December/014095. html It requires openGL-1.2 for the patch to take effect, which I don't have on Cygwin. If your SGI is openGL-1.2 capable, then perhaps you could see if it makes any difference on your system? I'll have a look tonight, I've commited a work-around to the base that wraps all the symetrical runway panels in the v direction (everything except the threshold panel has identical upper and lower borders, and so can safetly be wrapped in v given that we're only wrapping a handfull of pixels). This removes the vast majority of the lines (all except at the threshold, and the longitudional line where rwy numbers are made of 2 digits). You can still test Andy's plib patch by using the 2D c172 (--aircraft=c172p-2dpanel) which will almost certainly exhibit panel jointing problems if you've been seeing runway lines. Dave, Based on all my knowledge of OpenGL, this is the wrong thing to do and will introduce additional (although possibly less visible) artifacts at the edges. The visual results should be examined *very* carefully. I don't think this is what we want to do. Curt. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
David Luff wrote: It requires openGL-1.2 for the patch to take effect, which I don't have on Cygwin. If your SGI is openGL-1.2 capable, then perhaps you could see if it makes any difference on your system? Hmmm this is IRIX-6.5.22: sirius: 22:33:55 ~ glxinfo display: :0.0 server glx vendor string: SGI server glx version string: 1.3 Irix 6.5 server glx extensions (GLX_): EXT_import_context, EXT_visual_info, EXT_visual_rating, SGI_make_current_read, SGI_swap_control, SGI_video_sync, SGIX_fbconfig, SGIX_pbuffer, SGIX_swap_group. client glx version 1.3 client glx extensions (GLX_): EXT_import_context, EXT_visual_info, EXT_visual_rating, SGI_make_current_read, SGI_swap_control, SGI_video_sync, SGIX_fbconfig, SGIX_pbuffer, SGIX_swap_group. OpenGL vendor string: SGI OpenGL renderer string: IMPACT/2/2/4 OpenGL version string: 1.1 Irix 6.5 [...] Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
On 12/5/04 at 9:21 PM Martin Spott wrote: David Luff wrote: Completely off topic, your screenshots look like you're getting dark lines at runway texture boundaries similar to what I see on an ATI machine, but not on a NVidia machine. Are you also on an ATI card, and am I correct in thinking that Andy Ross might have once produced a plib patch to cure this - does anyone know if it ever went into plib or not? Sorry, I'm not aware of such a PLIB patch but I'm definitely not an authoritative source of information in this topic. My screenshot was made on an SGI Octane MaxImpact, no ATI, no NVidia - but probably a platform that you'd be willing to declare as OpenGL reference platform :-) I've finally found the patch, and it didn't go into plib. The patch and description of it are at: http://mail.flightgear.org/pipermail/flightgear-devel/2002-December/014095.h tml It requires openGL-1.2 for the patch to take effect, which I don't have on Cygwin. If your SGI is openGL-1.2 capable, then perhaps you could see if it makes any difference on your system? Cheers - Dave This message has been scanned but we cannot guarantee that it and any attachments are free from viruses or other damaging content: you are advised to perform your own checks. Email communications with the University of Nottingham may be monitored as permitted by UK legislation. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
Dale, that sound good if you could send them it would help thanks jason cox On Wed, 2004-12-08 at 23:15 -0800, Dale E. Edmons wrote: Jason, Jason Cox wrote: Curt, In my on going quest to compile local scenery, I was wondering if you just run a script that makes all the scenery or do you do each step individualy ? I've got some scripts I use. I mostly just use the stuff Curt outlined. If you'd like to have them let me know and I can send them. I'll have to edit them first as they have many commented lines right now. They work with the previous scenery code but currently don't build the new stuff. In the end, after I have things properly set up I just do: bld-scenery and wait for the results (errors or useable data). Dale ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
Jason, I sent the scripts to you directly. I didn't know if mail list would take them. Let me know if you get them to work. Under the current CVS most of the airport don't show up after a bld-scenery (last time I checked). I haven't had time to look into it but I think Curt is still working on the CVS. Dale Jason Cox wrote: Dale, that sound good if you could send them it would help thanks jason cox On Wed, 2004-12-08 at 23:15 -0800, Dale E. Edmons wrote: Jason, Jason Cox wrote: Curt, In my on going quest to compile local scenery, I was wondering if you just run a script that makes all the scenery or do you do each step individualy ? I've got some scripts I use. I mostly just use the stuff Curt outlined. If you'd like to have them let me know and I can send them. I'll have to edit them first as they have many commented lines right now. They work with the previous scenery code but currently don't build the new stuff. In the end, after I have things properly set up I just do: bld-scenery and wait for the results (errors or useable data). Dale ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
Martin Spott wrote: David Luff wrote: Completely off topic, your screenshots look like you're getting dark lines at runway texture boundaries similar to what I see on an ATI machine, but not on a NVidia machine. [...] My screenshot was made on an SGI Octane MaxImpact, no ATI, no NVidia - It looks like pretty much the same on an ATI card (Radeon9200/XOrg), Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
On 12/5/04 at 5:35 PM Martin Spott wrote: Martin Spott wrote: I had a quick look at my favourite airfield yesterday and I saw that the modified airport generator somehow shows similarities to TaxiDraw: They both don't render stopways. Would someone please be so kind to comment on this claim ? Did I get things wrong or is it actually the case that the airport generator 'forgot' to create these stopways ? Can anyone confirm the assumption that the stopways are missing - for example by comparing a known 'real' airfield with the new scenery ? Hi Martin, There appear to be no stopway textures in the FlightGear base package, so without digging through the genapts runway generation code (yet) I'm guessing that stopways aren't supported by genapts yet. Definately something to fix before the next scenery rebuild IMHO. The latest TaxiDraw code shows stopways as an ugly shade of yellow ochre BTW - it shouldn't be too long before it's bug-checked enough to release. Completely off topic, your screenshots look like you're getting dark lines at runway texture boundaries similar to what I see on an ATI machine, but not on a NVidia machine. Are you also on an ATI card, and am I correct in thinking that Andy Ross might have once produced a plib patch to cure this - does anyone know if it ever went into plib or not? Cheers - Dave This message has been scanned but we cannot guarantee that it and any attachments are free from viruses or other damaging content: you are advised to perform your own checks. Email communications with the University of Nottingham may be monitored as permitted by UK legislation. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
Martin Spott wrote: Would someone please be so kind to comment on this claim ? Did I get things wrong or is it actually the case that the airport generator 'forgot' to create these stopways ? Can anyone confirm the assumption that the stopways are missing - for example by comparing a known 'real' airfield with the new scenery ? Right, the airport generator does not create stopways yet. Curt. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
David Luff wrote: There appear to be no stopway textures in the FlightGear base package, so without digging through the genapts runway generation code (yet) I'm guessing that stopways aren't supported by genapts yet. Ah, fine - I already thought I'd be crazy probably I actually am so anyways ;-) Completely off topic, your screenshots look like you're getting dark lines at runway texture boundaries similar to what I see on an ATI machine, but not on a NVidia machine. Are you also on an ATI card, and am I correct in thinking that Andy Ross might have once produced a plib patch to cure this - does anyone know if it ever went into plib or not? Sorry, I'm not aware of such a PLIB patch but I'm definitely not an authoritative source of information in this topic. My screenshot was made on an SGI Octane MaxImpact, no ATI, no NVidia - but probably a platform that you'd be willing to declare as OpenGL reference platform :-) Thanks for your response, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
Selon David Luff : Completely off topic, your screenshots look like you're getting dark lines at runway texture boundaries similar to what I see on an ATI machine, but not on a NVidia machine. Are you also on an ATI card, and am I correct in thinking that Andy Ross might have once produced a plib patch to cure this - does anyone know if it ever went into plib or not? I have them also with NVidia 5900FX. I think it is related with highest level of filtering. I am quite sure the problem lies in the genapt code but I hadn't time to investigate yet. There is something that seems strange though. This comment appears at line 93 of rwy_prec.cxx // we add 2' to the length for texture overlap. This puts the // lines on the texture back to the edge of the runway where they // belong. I wonder if that overlap is not the problem. As it does not show up with my GF3, I guess it doesn't appears on GF4 too so perhaps this why Curt is not seeing them ( otherwise he would surely have done something to cure them ). My rationale here is that it is likely to be in the code because otherwhise we would see them everywhere, not just on runways. -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
David Luff wrote: [...] The latest TaxiDraw code shows stopways as an ugly shade of yellow ochre BTW [...] That's great ! To complete the picture, would you consider to add a visual marker for the threshold ? Probably you could later add a property to this marker that connects to the - if present - displacement of the threshold (in feet), similar to the properties of runways and taixways, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
Martin Spott [EMAIL PROTECTED] writes: David Luff wrote: [...] The latest TaxiDraw code shows stopways as an ugly shade of yellow ochre BTW [...] That's great ! To complete the picture, would you consider to add a visual marker for the threshold ? Probably you could later add a property to this marker that connects to the - if present - displacement of the threshold (in feet), similar to the properties of runways and taixways, I've already got a revamped runways dialog that lets stopway and displaced threshold lengths be specified. I guess I ought to add a visual indication of threshold position... Cheers - Dave ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
Curtis L. Olson wrote: I am currently working on building the latest round of world scenery for FlightGear. I'm not done, so don't consider this to be the official announcement. However, for those that want to get a jump on the competition, you can find the new scenery here: I had a quick look at my favourite airfield yesterday and I saw that the modified airport generator somehow shows similarities to TaxiDraw: They both don't render stopways. Although the shape of the green boundary suggests the presence of a stopway, it actually isn't there. I don't have the time to provide screenshots this morning because I have to leave soon, anyone interested might have a look at LCHM (only available in David's airfiled data). Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
Curt, In my on going quest to compile local scenery, I was wondering if you just run a script that makes all the scenery or do you do each step individualy ? If you do run a script, is it posible for you to release it to the list or on FlightGear ? thanks jason cox On Thu, 2004-12-02 at 21:47 -0600, Curtis L. Olson wrote: I am currently working on building the latest round of world scenery for FlightGear. I'm not done, so don't consider this to be the official announcement. However, for those that want to get a jump on the competition, you can find the new scenery here: ftp://ftp.flightgear.org/pub/fgfs/Scenery-0.9.7/ This scenery should work just fine with the 0.9.6 version, but some radio towers will look better running with the current CVS version of FG ... not a big deal. There is nothing ground breaking in this new build. It is mostly a collection of small fixes, and is based on the latest[1] airport data from Robin Peel including many submissions from FG developers and users. I've done quite a bit of addition work on airport surfaces so the little odd cliffs that showed up in a few places mid-runway should now be gone. [1] Well, the latest data as of the start of my build ... figures he would release an update before I was finished, but I'm past the point of no return now. Regards, Curt. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
Jason Cox wrote: Curt, In my on going quest to compile local scenery, I was wondering if you just run a script that makes all the scenery or do you do each step individualy ? If you do run a script, is it posible for you to release it to the list or on FlightGear ? thanks jason cox Jason, I typically run the individual prep tools by hand ... and for the most part, once that's done, it's done and I don't have to do it again unless the underlying data changes (i.e. an update to vmap0 is released, or an update to SRTM, etc.) And in that case, I just have to re-prep that particular data set. The one item that changes frequently is the airport data, but I run that tool by hand as well. For the final scenery assembly, all the frontend scripts I run are in the src/BuildTiles/Parallel/ directory. This allows me to run a task server to manage the build (or a portion of it) and then I can throw as many clients as I have available at the job of actually building scenery. This is very disk io intensive though so it's not as conducive to massively distributing the work (like SETI for instance.) Regards, Curt. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
On Fri, 03 Dec 2004 14:40:12 -0600, Curtis wrote in message [EMAIL PROTECTED]: ..the size, is like last one, or will this new build be much bigger than the 0.9.5 scenery? (~12.6G) -- ..med vennlig hilsen = with Kind Regards from Arnt... ;-) ...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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
Arnt Karlsen wrote: On Fri, 03 Dec 2004 14:40:12 -0600, Curtis wrote in message [EMAIL PROTECTED]: ..the size, is like last one, or will this new build be much bigger than the 0.9.5 scenery? (~12.6G) I haven't looked closely, but it should be pretty similar. Curt. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] New scenery build
I am currently working on building the latest round of world scenery for FlightGear. I'm not done, so don't consider this to be the official announcement. However, for those that want to get a jump on the competition, you can find the new scenery here: ftp://ftp.flightgear.org/pub/fgfs/Scenery-0.9.7/ This scenery should work just fine with the 0.9.6 version, but some radio towers will look better running with the current CVS version of FG ... not a big deal. There is nothing ground breaking in this new build. It is mostly a collection of small fixes, and is based on the latest[1] airport data from Robin Peel including many submissions from FG developers and users. I've done quite a bit of addition work on airport surfaces so the little odd cliffs that showed up in a few places mid-runway should now be gone. [1] Well, the latest data as of the start of my build ... figures he would release an update before I was finished, but I'm past the point of no return now. Regards, Curt. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d