[Flightgear-devel] scenery build question

2005-11-17 Thread Josh Babcock
Curt,
Do you select which water texture to use based on the VMAP data, or is
there something smarter going on like looking at the size of the water
body? The reason I ask is that while the water textures we have are
quite nice for large bodies of water and man made reservoirs, they don't
look anything at all like rivers or small lakes. The Potomac, for
instance, goes from a greenish brown to just plain mud colored in spots.
River textures could also be made in a way that allows the shallows near
the banks to look more realistic. I would be happy to cook up some nice
textures with proper colors for rivers and small lakes if you would be
able to use them.

Josh

The water that I drink:
http://maps.google.com/maps?ll=38.961778,-77.139602spn=0.015407,0.027275t=khl=en
http://maps.google.com/maps?ll=38.909736,-77.091408spn=0.015418,0.027275t=khl=en
http://maps.google.com/maps?ll=38.799952,-77.030854spn=0.015442,0.027275t=khl=en
Why Canadian beer is better:
http://maps.google.com/maps?ll=45.446764,-73.517761spn=0.055604,0.109099t=khl=en
But even Niagara isn't really blue:
http://maps.google.com/maps?ll=43.078136,-79.073303spn=0.007236,0.013637t=khl=en
And of course Old Miss:
http://maps.google.com/maps?ll=29.882328,-89.940605spn=0.137438,0.218199t=khl=en

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Re: [Flightgear-devel] Scenery DB (Was: San Jose)

2005-11-08 Thread George Patterson
On Tue, 2005-11-08 at 09:19 +0200, Vassilii Khachaturov wrote:
   I would like to see all new scenery object contributions to end up in
   the scenery database. However, the last time I wanted to sync the base
   package and the DB there were more than one objects in the same space
   because of automatic object generation.
 
 btw it looks pretty cute sometimes --- e.g., a skyscraper swallowing a
 radio tower and thus it looks like a skyscraper with a smaller antenna
 tower on its top; such things happen in real life as well :)
 
 A better example is a skyscraper covering a lighting beacon but the rotating 
 light (white-green) shines through the wall of the building.

This collision of objects is located within the perimeter of KSFO.
Obviously the building doesn't belong there. And No, it is not a airport
building :-)


George Patterson



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Re: [Flightgear-devel] Scenery DB (Was: San Jose)

2005-11-07 Thread Josh Babcock
Erik Hofman wrote:
 Paul Surgeon wrote:
 
 Since it's in the default San Francisco area you can submit it to Erik
 or Curt or you could sumbit it to the FlightGear scenery database.
 http://fgfsdb.stockill.org/

 I'm just not sure if Curt will include objects from the FG scenery db
 into the default scenery area. Curt what's the plan with regards to
 models and the next scenery build?
 
 
 I would like to see all new scenery object contributions to end up in
 the scenery database. However, the last time I wanted to sync the base
 package and the DB there were more than one objects in the same space
 because of automatic object generation.
 
 Once that's sorted out I want to sync the base package and the DB prior
 to a new release.
 
 Erik
 
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I was thinking at some point that there should be a system by which FG
could figure this out automatically. If every automatically generated
object had a unique ID this could be possible. An object loaded from a
path listed earlier in $FG_SCENERY (and therefore probably not from the
base scenery) that has the same ID could prevent the original object
from being loaded. The main drawback I see is that once the ID numbers
of the automatically generated objects are assigned they have to be
persistent. I don't know it it's possible to do this between releases.

Just to clarify, by automatically generated objects, I mean the ones
that are automatically generated from other data sources by Curt's scripts.

Additionally you could just not allow two objects at the exact same
lat/lon. Assuming that the lat/lons in the source data never change that
could serve as the unique ID. This would require some additional rules
for stacking objects on top of each other. e.g. I have a somewhat
generic  water tower at KADW with a generic military beacon sitting on
top of it. They should definitely be separate objects, but both have the
same lat/lon.

Josh

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Re: [Flightgear-devel] Scenery DB (Was: San Jose)

2005-11-07 Thread Vassilii Khachaturov
  I would like to see all new scenery object contributions to end up in
  the scenery database. However, the last time I wanted to sync the base
  package and the DB there were more than one objects in the same space
  because of automatic object generation.

btw it looks pretty cute sometimes --- e.g., a skyscraper swallowing a
radio tower and thus it looks like a skyscraper with a smaller antenna
tower on its top; such things happen in real life as well :)


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[Flightgear-devel] Scenery DB (Was: San Jose)

2005-11-05 Thread Erik Hofman

Paul Surgeon wrote:

Since it's in the default San Francisco area you can submit it to Erik or Curt 
or you could sumbit it to the FlightGear scenery database.

http://fgfsdb.stockill.org/

I'm just not sure if Curt will include objects from the FG scenery db into the 
default scenery area. Curt what's the plan with regards to models and the 
next scenery build?


I would like to see all new scenery object contributions to end up in 
the scenery database. However, the last time I wanted to sync the base 
package and the DB there were more than one objects in the same space 
because of automatic object generation.


Once that's sorted out I want to sync the base package and the DB prior 
to a new release.


Erik

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Re: [Flightgear-devel] Scenery DB

2005-11-05 Thread Martin Spott
Erik Hofman wrote:

 I would like to see all new scenery object contributions to end up in 
 the scenery database. However, the last time I wanted to sync the base 
 package and the DB there were more than one objects in the same space 
 because of automatic object generation.

Ooops, I've simply forgotten to care for the dupes. Months ago Frederic
sent me a list an I started refining that for inclusion into the DB
but I obviously forgot the final steps 

Thanks,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Scenery

2005-07-29 Thread Craig Martin


Is this the proper list for FGFS scenery questions?

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Re: [Flightgear-devel] Scenery

2005-07-29 Thread Erik Hofman

Craig Martin wrote:

Is this the proper list for FGFS scenery questions?


Yes, see http://www.terragear.org

Erik

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[Flightgear-devel] Scenery files triangles

2005-07-13 Thread Harald JOHNSEN


While looking at the scene graph I saw that the .btg files are 
generating a lot of leafs.
This is not new, but perhaps it is becoming worse each time the source 
data resolution used to build the

tile becomes finer.
I have added a few traces in simgear's sgBinObjLoad functions, an example :

sgBinObjLoad (F:/FlightGear/data/Scenery/Terrain/w130n30/w123n37/942058.btg)
   get_wgs84_nodes.size=1543
   get_tris_v.size=0
   get_strips_v.size=0
   get_fans_v.size=928
   leafMap.size=12
   local_terrain-getNumKids()=928
sgBinObjLoad (F:/FlightGear/data/Scenery/Terrain/w130n30/w123n37/942043.btg)
   get_wgs84_nodes.size=1671
   get_tris_v.size=0
   get_strips_v.size=0
   get_fans_v.size=1045
   leafMap.size=14
   local_terrain-getNumKids()=1045
sgBinObjLoad (F:/FlightGear/data/Scenery/Terrain/w130n30/w123n37/KNUQ.btg)
   get_wgs84_nodes.size=3500
   get_tris_v.size=43
   get_strips_v.size=3
   get_fans_v.size=0
   leafMap.size=33
   local_terrain-getNumKids()=46
sgBinObjLoad (F:/FlightGear/data/Scenery/Terrain/w130n30/w123n37/KPAO.btg)
   get_wgs84_nodes.size=685
   get_tris_v.size=11
   get_strips_v.size=3
   get_fans_v.size=0
   leafMap.size=10
   local_terrain-getNumKids()=14

We can see that :
- tile objects use only fans
- airport objects use strips and regular tris
- for an equal number of triangles a tile object uses 50 times more 
leafs than an airport object ;
- the number of leafs from a tile has nothing to do with the number of 
materials ( leafMap )


When the leafs are inserted in the scene graph they are sorted by 
materials, so my concern is not about
OpenGl material switching but rather on the number of calls needed to 
draw a few triangles.
The use of display list has divided the number of calls to opengl, 
that's why there was a substancial gain.
If we do one call per material we can divide this number of calls by 50 
for tile objects.
And yes I know strips or fans are supposed to be faster than triangles, 
but no this is not true in
the current situation (1000 calls to draw a 10 triangle strips/fans 
can't be faster than 10 call to draw 1000

regular triangles).

Is there a reason why we are using fans and not strips for tile objects ?

Harald.


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Re: [Flightgear-devel] Scenery files triangles

2005-07-13 Thread Erik Hofman

Harald JOHNSEN wrote:


Is there a reason why we are using fans and not strips for tile objects ?


http://baron.flightgear.org/pipermail/terragear-devel/2005-June/001219.html

Erik

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Re: [Flightgear-devel] Scenery files triangles

2005-07-13 Thread Harald JOHNSEN

Erik Hofman wrote:


Harald JOHNSEN wrote:

Is there a reason why we are using fans and not strips for tile 
objects ?



http://baron.flightgear.org/pipermail/terragear-devel/2005-June/001219.html 



Erik


lol ok, I didn't saw that ;)

Harald.


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Re: [Flightgear-devel] Scenery files triangles

2005-07-13 Thread Andy Ross
Harald JOHNSEN wrote:
 Is there a reason why we are using fans and not strips for tile
 objects ?

These days, it's usually faster to use indexed vertices.  Strips and
fans are faster because they reduce the number of vertices that need
to be transformed by (and sent to) the hardware by saving 1 or 2
from the last triangle drawn.  But modern cards have vertex caches
that are much (!) larger than 1 or 2 entries.

If someone wants to change the terrain format, I'd suggest trying
indexed vertices first -- it's simpler, too.

Andy

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Re: [Flightgear-devel] Scenery files triangles

2005-07-13 Thread James Turner
On 13 Jul 2005, at 15:36, Andy Ross wrote:These days, it's usually faster to use indexed vertices.  Strips and fans are faster because they reduce the number of vertices that need to be transformed by (and sent to) the hardware by "saving" 1 or 2 from the last triangle drawn.  But modern cards have vertex caches that are much (!) larger than 1 or 2 entries.  If someone wants to change the terrain format, I'd suggest trying indexed vertices first -- it's simpler, too. Whilst wishing to avoid a 'me too' post, I fully agree with this; writing a strip-ifier is a complex job, storing each tile as several, or maybe even one vertex array with indices is easier to generate, involves fewer SSG nodes, and is easier for drivers to optimise on the card, than either fans or strips.James___
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Re: [Flightgear-devel] Scenery size constraints

2005-05-26 Thread Erik Hofman

Harald JOHNSEN wrote:

Alberico, James F wrote:


Hi,

I have been tracking down the cause of an FGFS access violation that
occurs when attempting to use 1-arcsec scenery data for a tile generated
in TerraGear to have 4 nodes.  Granted, this may be extremely
ambitious from a performance standpoint, and may prove to be completely
infeasible.  However, I am very interested in knowing the current limits
and pushing hard on them.


Hi Jim,

It good to see some big names showing up on the list. This might give 
the project a boost to get to the next level.



What I think I've learned so far from debugging:
1.)  The FGFS FGBinObj reads with no errors.
2.)  The access violation occurs during leaf generation.
3.)  The breakage occurs shortly after the texture coordinate index
exceeds the max value of a short (32767) and goes negative.
4.)  The symbols (e.g., tris_tc) that carry the read-in indices are of
type int
5.)   Examination of the TerraGear bin writes, and the FGFS reads reveal
the indices are stored as short types.
6.)   So, my conclusion is the scenery of the 1-arcsec tile is limited
to 32767 nodes.  (or maybe polygons?) And, TerraGear will truncate any 
index above that when writing to the binary

file.

I'm a newbie to TerraGear/FGFS details, so please correct me if I'm
wrong about any of this.


At this point Curtis is the one who is most involved in these things. He 
is attending  the  MathWorks International Aerospace and Defense 
Conference 2005 and will be back tomorrow. It might be best to send him 
a private copy of your mail also.



I would appreciate any comments on what mess might result from any
attempt to store/read ints, rather than shorts, to expand the scenery
resolution.  From a performance standpoint, the capacity of the short
type may far exceed anything practical at the present time.  Comments on
that aspect are welcome, too.


I think that the only side effect will be that your new binary will be 
incompatible with current scenario files,

perhaps that changing short to unsigned short could be enought.


Curtis already mentioned he wanted to change the layout of the tiles 
which probably breaks backward compatibility. So if it would be 
necessary this change could be adopted as well.


Erik

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RE: RE: [Flightgear-devel] Scenery size constraints

2005-05-26 Thread Alberico, James F
Erik Hofman wrote:

Harald JOHNSEN wrote:
 Alberico, James F wrote:
 
 Hi,

 I have been tracking down the cause of an FGFS access violation that

 occurs when attempting to use 1-arcsec scenery data for a tile 
 generated in TerraGear to have 4 nodes.  Granted, this may be 
 extremely ambitious from a performance standpoint, and may prove to 
 be completely infeasible.  However, I am very interested in knowing 
 the current limits and pushing hard on them.

Hi Jim,

It good to see some big names showing up on the list. This might give 
the project a boost to get to the next level.

You certainly mean Harald, not me, unless you are commenting on the ugly
format of my name here.  :-)

 What I think I've learned so far from debugging:
...
...

At this point Curtis is the one who is most involved in these things.
He 
is attending  the  MathWorks International Aerospace and Defense 
Conference 2005 and will be back tomorrow. It might be best to send him

a private copy of your mail also.

That's a good idea.  Thanks.

Harald JOHNSEN wrote:
 I think that the only side effect will be that your new binary will
be
 incompatible with current scenario files,
 perhaps that changing short to unsigned short could be enought.

Erik Hofman wrote:
Curtis already mentioned he wanted to change the layout of the tiles 
which probably breaks backward compatibility. So if it would be 
necessary this change could be adopted as well.

Thanks, Harald and Erik.  An unsigned short for that item would help me
for my specific purpose.  Curt and others can determine which direction
to take the project.  A key question will be whether 65k or even 32k
nodes far exceeds any reasonable performance expectations for the
foreseeable future.

Jim  

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[Flightgear-devel] Scenery size constraints

2005-05-25 Thread Alberico, James F
Hi,

I have been tracking down the cause of an FGFS access violation that
occurs when attempting to use 1-arcsec scenery data for a tile generated
in TerraGear to have 4 nodes.  Granted, this may be extremely
ambitious from a performance standpoint, and may prove to be completely
infeasible.  However, I am very interested in knowing the current limits
and pushing hard on them.

What I think I've learned so far from debugging:
1.)  The FGFS FGBinObj reads with no errors.
2.)  The access violation occurs during leaf generation.
3.)  The breakage occurs shortly after the texture coordinate index
exceeds the max value of a short (32767) and goes negative.
4.)  The symbols (e.g., tris_tc) that carry the read-in indices are of
type int
5.)   Examination of the TerraGear bin writes, and the FGFS reads reveal
the indices are stored as short types.
6.)   So, my conclusion is the scenery of the 1-arcsec tile is limited
to 32767 nodes.  (or maybe polygons?) And, 
TerraGear will truncate any index above that when writing to the binary
file.

I'm a newbie to TerraGear/FGFS details, so please correct me if I'm
wrong about any of this.

I would appreciate any comments on what mess might result from any
attempt to store/read ints, rather than shorts, to expand the scenery
resolution.  From a performance standpoint, the capacity of the short
type may far exceed anything practical at the present time.  Comments on
that aspect are welcome, too.

Thanks!!

Jim

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Re: [Flightgear-devel] Scenery size constraints

2005-05-25 Thread Harald JOHNSEN

Alberico, James F wrote:


Hi,

I have been tracking down the cause of an FGFS access violation that
occurs when attempting to use 1-arcsec scenery data for a tile generated
in TerraGear to have 4 nodes.  Granted, this may be extremely
ambitious from a performance standpoint, and may prove to be completely
infeasible.  However, I am very interested in knowing the current limits
and pushing hard on them.

What I think I've learned so far from debugging:
1.)  The FGFS FGBinObj reads with no errors.
2.)  The access violation occurs during leaf generation.
3.)  The breakage occurs shortly after the texture coordinate index
exceeds the max value of a short (32767) and goes negative.
4.)  The symbols (e.g., tris_tc) that carry the read-in indices are of
type int
5.)   Examination of the TerraGear bin writes, and the FGFS reads reveal
the indices are stored as short types.
6.)   So, my conclusion is the scenery of the 1-arcsec tile is limited
to 32767 nodes.  (or maybe polygons?) And, 
TerraGear will truncate any index above that when writing to the binary

file.

I'm a newbie to TerraGear/FGFS details, so please correct me if I'm
wrong about any of this.

I would appreciate any comments on what mess might result from any
attempt to store/read ints, rather than shorts, to expand the scenery
resolution.  From a performance standpoint, the capacity of the short
type may far exceed anything practical at the present time.  Comments on
that aspect are welcome, too.

Thanks!!

Jim

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I think that the only side effect will be that your new binary will be 
incompatible with current scenario files,

perhaps that changing short to unsigned short could be enought.
But I am wondering if you won't have problem when rendering, isn't there 
an hardware limite on the number of tris

we can send to glDrawElements and glDrawArrays in the plib code ?

Harald.


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[Flightgear-devel] scenery tiling

2005-04-16 Thread eagles rules
hi ;
i am trying to change scenery tiles. i am using fg and ppe under windows xp. 
i follow the instructions 
http://mail.flightgear.org/pipermail/flightgear-devel/2001-December/002239.html 
but i couldnt load the scenery . mostly ppe crashes with the error

viewer.loadModel('KLVK.atg')
Assertion failed: 3*k==nNoOfVerticesForThisFace, file 
C:\ppe\plib\src\ssg\ssgLoa
dATG.cxx, line 385

is there an other way to replace tiles?
_
Express yourself instantly with MSN Messenger! Download today it's FREE! 
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Re: [Flightgear-devel] Scenery

2005-03-06 Thread Jon Stockill
Lee Elliott wrote:
Hello Jon,
I was just wondering if you had done any updates/additions to 
your models.  I thought I'd seen a couple of messages where 
you'd corrected a couple of things, like the orientation of the 
Humber bridge but I haven't been able to find them.  I also 
noticed that a few objects seemed to be missing from the Models 
archive that I have e.g. tilburychimney.ac  
kingsnorthchimney.ac
That was because I got sidetracked coding for the database, and working 
on an aircraft model - I added a bunch of chimney models last night - 
there are still a couple missing, but I need to find dimensions for them.

I've been working on some code for placing electricity pylons, and hope 
to be able to do a mass update of these in the near future.

I added a tower bridge model yesterday afternoon - that'll be positioned 
 at some point today, and once that's done I'll run another scenery export.

--
Jon Stockill
[EMAIL PROTECTED]
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Re: [Flightgear-devel] Scenery

2005-03-06 Thread Lee Elliott
On Sunday 06 March 2005 14:14, Jon Stockill wrote:
 Lee Elliott wrote:
  Hello Jon,
 
  I was just wondering if you had done any updates/additions
  to your models.  I thought I'd seen a couple of messages
  where you'd corrected a couple of things, like the
  orientation of the Humber bridge but I haven't been able to
  find them.  I also noticed that a few objects seemed to be
  missing from the Models archive that I have e.g.
  tilburychimney.ac 
  kingsnorthchimney.ac

 That was because I got sidetracked coding for the database,
 and working on an aircraft model - I added a bunch of chimney
 models last night - there are still a couple missing, but I
 need to find dimensions for them.

 I've been working on some code for placing electricity pylons,
 and hope to be able to do a mass update of these in the near
 future.

 I added a tower bridge model yesterday afternoon - that'll be
 positioned at some point today, and once that's done I'll run
 another scenery export.


:)

LeeE

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Re: [Flightgear-devel] Scenery

2005-03-05 Thread Lee Elliott
On Thursday 06 January 2005 16:15, Jon Stockill wrote:
[snip...]

 Well if anyone wants to add a few objects to their scenery you
 may find these useful (files are under 250k each):

 http://flightgear.stockill.org.uk/testing/FGFS-Models-20050106
.tgz
 http://flightgear.stockill.org.uk/testing/FGFS-Objects-Europe-
20050106.tgz

 The first should be unpacked in your FG_ROOT directory, and
 will add an extra subdirectory to the models directory, the
 second wherever you've downloaded your scenery to - you'll
 need to ensure you've got the scenery in the Terrain
 directory, this file will populate an Objects tree.

 Enjoy.

Hello Jon,

I was just wondering if you had done any updates/additions to 
your models.  I thought I'd seen a couple of messages where 
you'd corrected a couple of things, like the orientation of the 
Humber bridge but I haven't been able to find them.  I also 
noticed that a few objects seemed to be missing from the Models 
archive that I have e.g. tilburychimney.ac  
kingsnorthchimney.ac

LeeE

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[Flightgear-devel] Scenery questions

2005-02-06 Thread Paul Surgeon
I have a few questions regarding scenery building.

First question :
What datasets and parameters are used when building the global scenery?
I want to be able to duplicate the scenery building process so that I get 
*exactly* what is released.
For example what sort of max error is used when using TerraFit?

Second question :
Can I edit the datasets like VMAP0, the DEM and whatever else is used and 
submit the changes?
For example KDCA looks like it's on a table top with small cliffs all around 
whereas in real life it's practically at river level.

The only way to fix scenery problems is to fix the data that gives the 
problems.

What I want to do is fix some data in the datasets, rebuild a scenery chunk 
and check the results. If I'm not happy repeat the process till the final 
product looks right. Then submit the dataset changes to be included in the 
next scenery release.

Paul

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[Flightgear-devel] Scenery download

2005-01-19 Thread Frederic Bouvier
The graphical interface and the FTP interface links for scenery download are
still pointing to Scenery-0.9.5

This is in page http://www.flightgear.org/Downloads/scenery.html

Regards,
-Fred



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Re: [Flightgear-devel] Scenery download

2005-01-19 Thread Curtis L. Olson
Frederic Bouvier wrote:
The graphical interface and the FTP interface links for scenery download are
still pointing to Scenery-0.9.5
This is in page http://www.flightgear.org/Downloads/scenery.html
 

Yes, thanks ... I'm planning to roll up the win32 binary release today 
(thanks for building the executable so quickly), then sort out the 
scenery downloads (and hopefully the terrasync tree) and then make a big 
world wide announcement of v0.9.8 either tonight or tomorrow depending 
on how fast I progress on these items.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Scenery

2005-01-11 Thread Thomas Förster
Am Montag 10 Januar 2005 17:26 schrieb Christian Mayer:
...
 I got an answer.

 They told me that the ministry decided that it'll be a security problem
 if people could the the coordinates of objects and places easily and
 quickly from the BayernViewer.

The usual stupidity :-( As if it would make a difference, whether I can look 
up coordinates for free or have to buy a map, if I intend to fly a plane into 
something.

 So the alternative would be that I buy the map-data CD-ROM at ebay. They
 are not expensive (they are made for tramping and bike tours) - but too
 expensive for looking up just a few locations :(

I've the DSAT5 at home. Coordinates are rather crude though.

 PS: Does anybody know an online map service where you can get the
 coordniates?

For Berlin there is http://www.berliner-stadtplan.com

Thomas

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Re: [Flightgear-devel] Scenery

2005-01-10 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
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Christian Mayer schrieb:
 Jon Stockill schrieb:
 
I can look up a few positions of objects. What format do you need?
Lat/Lon?


Just lat/lon, a heading (if appropriate) and the model you want inserted
at that point (obviously if it's not a standard one form the Models
directory then it'd be nice if you had the model too, so that everyone
else gets to see it).

I'll archive the Objects tree and my models, and let you know when
they're available for download.
 
 
 Argh. The Bayernviewer page doesn't give me the coordinates anymore (the
 old, non-java version could do that).
 I write an eMail and hope that they'll add that functionality.

I got an answer.

They told me that the ministry decided that it'll be a security problem
if people could the the coordinates of objects and places easily and
quickly from the BayernViewer.

So the alternative would be that I buy the map-data CD-ROM at ebay. They
are not expensive (they are made for tramping and bike tours) - but too
expensive for looking up just a few locations :(

CU,
Christian

PS: Does anybody know an online map service where you can get the
coordniates?
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[Flightgear-devel] Scenery questions

2005-01-08 Thread Stewart Andreason
At http://www.flightgear.org/Downloads/scenery.html
I've noticed there are two colored boxes now for downloadable scenery, 
yellow and orange. Is one newer, or have more detailed objects?

There are _fewer_ transmitter towers or cellular masts in 0.9.7 as there 
were in 0.9.5. While several were perhaps a little taller than in 
reality, i know several were valid, that are now gone. What happened?

At 45*54.5N 119*30.0W thru 45*56.2N 119*19.2W the Columbia River is 
still filled with green land and trees, instead of water.
Looks like an artifact, filled incorrectly downstream from a 
road/bridge. Is this an automatically generated landscape?
If so, I imagine there is a database of corrections that must be 
generated and applied. Who's doing this?

Thanks,
Stewart
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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Jon Stockill schrieb:
 While messing around with my scripts for inserting objects into the
 scenery (it's now all database driven, with numerous datasets imported)
 I decided I could do with a few landmarks. Here's a couple of views of
 the first, also showing off the object positioning:
 
 http://flightgear.stockill.org.uk/models/

This looks great.

I whish someone would create such a scenery for Germany (or at least
Bavaria)...

CU,
Christian

PS: For Bavaria you can get the official 1:5 (or is it even 1:25000)
maps and air pictures for free from the net. But they are only in pixel
format (not vector format) and the UI isn't that great to do some
harvesting
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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Thomas Frster
Am Donnerstag 06 Januar 2005 12:16 schrieb Christian Mayer:
 Jon Stockill schrieb:
  While messing around with my scripts for inserting objects into the
  scenery (it's now all database driven, with numerous datasets imported)
  I decided I could do with a few landmarks. Here's a couple of views of
  the first, also showing off the object positioning:
 
  http://flightgear.stockill.org.uk/models/

 This looks great.

 I whish someone would create such a scenery for Germany (or at least
 Bavaria)...

I've begun some scenery work for the Berlin area. I'd like to see some 
place/db where you could upload models and coordinates, which creates 
corresponding .stg files.

 PS: For Bavaria you can get the official 1:5 (or is it even 1:25000)
 maps and air pictures for free from the net. But they are only in pixel
 format (not vector format) and the UI isn't that great to do some
 harvesting

Really??? That's great. In Brandenburg they only provide it commercially with 
a tremendous price tag (1 per square kilometer - 3 for the whole 
state 
Brandenburg)

What's the URL?

Thomas

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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Dave Martin
On Thursday 06 Jan 2005 11:43, Thomas Frster wrote:

 I've begun some scenery work for the Berlin area. I'd like to see some
 place/db where you could upload models and coordinates, which creates
 corresponding .stg files.

I've also made a start on some UK city and airfield scenery.

I was wondering about setting up a collaborative repository for this. (I can 
get vhost accounts on the cheap with a fair ammount of bandwidth).

We could probably start one for the European Scenery (to keep b/w reasonable) 
so people can come along and download the objects / placements they require.

Its probably something that ought to be looked into but I'd like to hear from 
others who are developing European scenery and would like to place it under a 
free licence.

Dave Martin



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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Martin Spott
Dave Martin wrote:

 I was wondering about setting up a collaborative repository for this. (I can 
 get vhost accounts on the cheap with a fair ammount of bandwidth).

I think the missing of exactly such a repository is the main obstacle
for collecting such data. I'd be willing to provide an anonymous FTP
upload directory and maintain a collection of everything that arrives
there - at least one thing where I could serve the community.
I'd suggest that contributions should consist of any sort of archive
files that contain everything which is necessary to define the object
and it's location  like

  e000n50/e006n51/3056458.stg

plus:

  e000n50/e006n51/EDLN.btg.gz

for EDLN. I'm convinced I'll find a way to merge the objects and
provide useful packages to Curt and the user community,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Martin Spott
Martin Spott wrote:

 I think the missing of exactly such a repository is the main obstacle
 for collecting such data. I'd be willing to provide an anonymous FTP
 upload directory and maintain a collection of everything that arrives
 there - at least one thing where I could serve the community.

  ftp://ftp.ihg.uni-duisburg.de/FlightGear/incoming/

  at least if everyone agrees upon this. Please add a timestamp into
the filename of your contribution to increase the chance not to
overwrite other peoples stuff,

Martin.
-- 
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--

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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Dave Martin
On Thursday 06 Jan 2005 12:54, Martin Spott wrote:
 Martin Spott wrote:
  I think the missing of exactly such a repository is the main obstacle
  for collecting such data. I'd be willing to provide an anonymous FTP
  upload directory and maintain a collection of everything that arrives
  there - at least one thing where I could serve the community.

   ftp://ftp.ihg.uni-duisburg.de/FlightGear/incoming/

   at least if everyone agrees upon this. Please add a timestamp into
 the filename of your contribution to increase the chance not to
 overwrite other peoples stuff,

 Martin.

Thats great :-)

Although I'm a bit dubious about it being anonymous access :-/

Theres a great potential for abuse (don't forget e:mail will be listed in the 
FG Dev list archive.)

Dave Martin

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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Jon Stockill
Christian Mayer wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Jon Stockill schrieb:
While messing around with my scripts for inserting objects into the
scenery (it's now all database driven, with numerous datasets imported)
I decided I could do with a few landmarks. Here's a couple of views of
the first, also showing off the object positioning:
http://flightgear.stockill.org.uk/models/

This looks great.
I whish someone would create such a scenery for Germany (or at least
Bavaria)...
I can position all the navaids for you if you like. If you have any 
lists of object positions (I've got lighthouses, wind farms, power 
stations, radio masts, and Ordnance Survey triangulation points in the 
database so far - but this only covers the UK) then I'd be happy to add 
them to the data I have and produce scenery object data for you.

Just let me know the areas you're interested in.
--
Jon Stockill
[EMAIL PROTECTED]
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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Thomas Frster schrieb:

PS: For Bavaria you can get the official 1:5 (or is it even 1:25000)
maps and air pictures for free from the net. But they are only in pixel
format (not vector format) and the UI isn't that great to do some
harvesting
 
 
 Really??? That's great. In Brandenburg they only provide it commercially with 
 a tremendous price tag (1 per square kilometer - 3 for the whole 
 state 
 Brandenburg)

If you want the detaild maps (1:500 or so) or air photographs with a
very high resolution you have to pay.

I don't know the license for using the free data as an data source at
the moment.
But using it just as an reference should be ok IMHO.


 What's the URL?

http://www.geodaten.bayern.de/bayernviewer/index.html
(Java required; page is in German, but not too hard to work with if you
can't speak german...)

CU,
Christian
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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Jon Stockill
Dave Martin wrote:
On Thursday 06 Jan 2005 11:43, Thomas Frster wrote:

I've begun some scenery work for the Berlin area. I'd like to see some
place/db where you could upload models and coordinates, which creates
corresponding .stg files.

I've also made a start on some UK city and airfield scenery.
I was wondering about setting up a collaborative repository for this. (I can 
get vhost accounts on the cheap with a fair ammount of bandwidth).
For model positions the amount of data isn't that great - 11899 objects 
across these scenery sets:

e000n40/  e000n60/  e010n50/  w010n40/  w010n60/
e000n50/  e010n40/  e010n60/  w010n50/  w020n60/
is just under 13MB (and compresses to 0.25MB)
The models themselves will obviously be larger, but a few suitable 
generic models really can go a long way to making the scenery look 
nice. A handful of more specific landmarks improves things further.

If anyone has any data they'd like included in the database all I need 
is lat, lon, heading, and a model name - I have a script which drives 
the sim to update the ground elevations for the relevant points so that 
the models sit nicely on the ground. I'm happy to expand the models page 
on flightgear.stockill.org.uk to include any models that people want 
hosting.

We could probably start one for the European Scenery (to keep b/w reasonable) 
so people can come along and download the objects / placements they require.

Its probably something that ought to be looked into but I'd like to hear from 
others who are developing European scenery and would like to place it under a 
free licence.
I'm happy for all my models to be GPL.
--
Jon Stockill
[EMAIL PROTECTED]
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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Martin Spott
Dave Martin wrote:

 Although I'm a bit dubious about it being anonymous access :-/

I have had an anonymous FTP 'incoming' directory on this server for
serveral years now and experienced very little abuse. Files that I
can't connect to something useful and legal are being removed from time
to time. Just for the record: You can upload to this directory, you
can't list the directory and you can't download from this directory,
even if you know the filenames. I think this is safe enough.

My offer would be to _manually_ maintain a small page with a list of
everything that has been uploaded, I'll copy the stuff from the
incoming directory to the public area.
I don't want to urge anyone to agree on this method to distribute FG
scenery objects although I'll happily create a site if a 'critical
mass' decides that this is indeed a good thing  ;-)

Ah, BTW, if you want to have your contribution be accompanied by a
comment, send me an EMail or better add a small README into your
package that you intend to upload,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Jon Stockill
Martin Spott wrote:
I'd suggest that contributions should consist of any sort of archive
files that contain everything which is necessary to define the object
and it's location  like
  e000n50/e006n51/3056458.stg
plus:
  e000n50/e006n51/EDLN.btg.gz
for EDLN. I'm convinced I'll find a way to merge the objects and
provide useful packages to Curt and the user community,
It's not easy to update an airport like that, since the airport model 
requires a suitably sized/shaped hole in the terrain. This works well 
for objects sitting *on* the terrain though, with 1 slight limitation - 
if 2 people are working on different airports in the same tile then 
updates from 1 person would overwrite the changes from another if the 
entire stg file was provided. A database gets around this problem, since 
objects are only allocated to tiles when the data is exported to the 
scenery.
--
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Martin Spott
Jon Stockill wrote:

 Just let me know the areas you're interested in.

Europe ?  ;-))

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Jon Stockill
Martin Spott wrote:
Jon Stockill wrote:

Just let me know the areas you're interested in.

Europe ?  ;-))
Which scenery tarballs? I'll get them downloaded, and get on with 
processing the terrain elevation for the navaids straight away - more 
detail can be added as people find me info to import.

--
Jon Stockill
[EMAIL PROTECTED]
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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Martin Spott
Jon Stockill wrote:

 It's not easy to update an airport like that, since the airport model 
 requires a suitably sized/shaped hole in the terrain. This works well 
 for objects sitting *on* the terrain though, with 1 slight limitation - 
 if 2 people are working on different airports in the same tile then 
 updates from 1 person would overwrite the changes from another if the 
 entire stg file was provided.

That's why I offered to 'merge' the data. I see, a sole airport object
probably was a bad example,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Jon Stockill
Martin Spott wrote:
Jon Stockill wrote:

It's not easy to update an airport like that, since the airport model 
requires a suitably sized/shaped hole in the terrain. This works well 
for objects sitting *on* the terrain though, with 1 slight limitation - 
if 2 people are working on different airports in the same tile then 
updates from 1 person would overwrite the changes from another if the 
entire stg file was provided.

That's why I offered to 'merge' the data. I see, a sole airport object
probably was a bad example,
Well David Luff is already collecting airport updates on his taxidraw 
site, and as far as I know the 0.9.7 Scenery already includes all those 
updates. The advantages of objects sitting on the scenery is that they 
can be easily updated independantly of the terrain, and distributed 
seperately.

--
Jon Stockill
[EMAIL PROTECTED]
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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Jon Stockill schrieb:
 Martin Spott wrote:
 
 Jon Stockill wrote:


 Just let me know the areas you're interested in.



 Europe ?  ;-))
 
 
 Which scenery tarballs? I'll get them downloaded, and get on with
 processing the terrain elevation for the navaids straight away - more
 detail can be added as people find me info to import.

My town lies in e010n40.tar.gz (as well an Munich and a big part of the
Alps)...

I can look up a few positions of objects. What format do you need? Lat/Lon?

CU,
Christian
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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Jon Stockill
Christian Mayer wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Jon Stockill schrieb:
Martin Spott wrote:

Jon Stockill wrote:

Just let me know the areas you're interested in.

Europe ?  ;-))

Which scenery tarballs? I'll get them downloaded, and get on with
processing the terrain elevation for the navaids straight away - more
detail can be added as people find me info to import.

My town lies in e010n40.tar.gz (as well an Munich and a big part of the
Alps)...
Excellent - I've done that square already :-)
I can look up a few positions of objects. What format do you need? Lat/Lon?
Just lat/lon, a heading (if appropriate) and the model you want inserted 
at that point (obviously if it's not a standard one form the Models 
directory then it'd be nice if you had the model too, so that everyone 
else gets to see it).

I'll archive the Objects tree and my models, and let you know when 
they're available for download.

--
Jon Stockill
[EMAIL PROTECTED]
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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Martin Spott
Jon Stockill wrote:

 Well David Luff is already collecting airport updates on his taxidraw 
 site, and as far as I know the 0.9.7 Scenery already includes all those 
 updates. The advantages of objects sitting on the scenery is that they 
 can be easily updated independantly of the terrain, and distributed 
 seperately.

Exactly this was my intention, I didn't aim at reinventing David's
wheel (TM  ;-))
Apparently you don't want me to collect and distribute such objects and
I won't urge you to leave this work to me   I actually just made an
offer. Feel free to use it or not,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Jon Stockill
Martin Spott wrote:
Exactly this was my intention, I didn't aim at reinventing David's
wheel (TM  ;-))
Apparently you don't want me to collect and distribute such objects and
I won't urge you to leave this work to me   I actually just made an
offer. Feel free to use it or not,
My apologies - I obviously got sidetracked by your example :-)
In which case we'll compare notes, and see if we can come up with 
something that'll work on a global scale. I have a decent stack of data 
so far, but there's no easy way for people to update it. I can put 
something together to allow people to visualise the info in the database 
quite easily, but handling the importing/updating of new/changed data 
requires some thought. If you've got a database handy I can send you a 
dump of the database I have so far.

--
Jon Stockill
[EMAIL PROTECTED]
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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Christian Mayer
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Hash: SHA1

Jon Stockill schrieb:
 I can look up a few positions of objects. What format do you need?
 Lat/Lon?
 
 
 Just lat/lon, a heading (if appropriate) and the model you want inserted
 at that point (obviously if it's not a standard one form the Models
 directory then it'd be nice if you had the model too, so that everyone
 else gets to see it).
 
 I'll archive the Objects tree and my models, and let you know when
 they're available for download.

Argh. The Bayernviewer page doesn't give me the coordinates anymore (the
old, non-java version could do that).
I write an eMail and hope that they'll add that functionality.

CU,
Christian
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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Jon Stockill
Christian Mayer wrote:
Argh. The Bayernviewer page doesn't give me the coordinates anymore (the
old, non-java version could do that).
I write an eMail and hope that they'll add that functionality.
OK
Well if anyone wants to add a few objects to their scenery you may find 
these useful (files are under 250k each):

http://flightgear.stockill.org.uk/testing/FGFS-Models-20050106.tgz
http://flightgear.stockill.org.uk/testing/FGFS-Objects-Europe-20050106.tgz
The first should be unpacked in your FG_ROOT directory, and will add an 
extra subdirectory to the models directory, the second wherever you've 
downloaded your scenery to - you'll need to ensure you've got the 
scenery in the Terrain directory, this file will populate an Objects tree.

Enjoy.
--
Jon Stockill
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Re: [Flightgear-devel] Scenery, plus an offer

2005-01-06 Thread Chris Metzler

On Thu, 06 Jan 2005 13:21:36 +
Jon Stockill wrote:

 I can position all the navaids for you if you like. If you have any 
 lists of object positions (I've got lighthouses, wind farms, power 
 stations, radio masts, and Ordnance Survey triangulation points in the 
 database so far - but this only covers the UK) then I'd be happy to add 
 them to the data I have and produce scenery object data for you.

Jon, are you agreeable to getting this stuff into the downloadable
scenery (that is, putting the models into the data tree and making their
placement part of the TerraGear/scenery generation process)?  Curt, are
you?  It would be cool to have this stuff in the scenery.

On a related note:  I have a copy of the FAA's Digital Obstruction File
dated May 9, 2004, covering the U.S. and at least some of Canada.  This
document is released periodically (quarterly?); and as near as I can
tell, is unencumbered by IP restrictions, although not released for free.
I think it'd be very useful for improving the generic scenery in the U.S.
Its contents look like this:


  NOS   V  LATITUDE LONGITUDE OBSTACLEAGL 
AMSL STROBE ACCUR MARK  FAAACTION 308294
 ST NO  S ST  CITY  DEG MIN SECDEG MIN SECTYPE  FREQ  HT   
HT   IND   H V   IND STUDY NO  JDATE 284460
---
 300150
01-1307 O AL DAUPHIN ISLAND  30 10 45.00N  088 04 39.00W  RIG0236 
00236  R5 DY  90SO1578 C92125 235361
01-1472 O AL FORT MORGAN 30 11 20.00N  087 57 10.00W  STACK  0193 
00193  R5 DY  92SO2230 C96309 238951
01-1459 O AL DAUPHIN ISLAND  30 11 20.00N  088 07 15.00W  RIG0240 
00241  R5 DY  92SO2229 C93277 234894
01-2567 O AL GULF SHORES 30 13 49.00N  087 52 25.00W  BLDG   0223 
00242  R5 DN  00SO3180 CA4005 231225
01-2558 O AL GULF SHORES 30 13 49.00N  087 52 30.00W  BLDG   0223 
00242  R5 DN  99SO3256 CA4005 233277
01-2363 U AL FORT MORGAN 30 14 16.00N  087 52 01.00W  TOWER  0300 
00317  M   N  00SO3108 AA0284 226782
01-1173 O AL DAUPHIN ISLAND  30 15 01.00N  088 04 45.00W  TOWER  0201 
00205  R5 DY  88SO2440 C89163 245470
01-1330 O AL DAUPHIN ISLAND  30 15 54.00N  088 07 32.00W  RIG0186 
00186  D5 EY  91SO0652 C91350 233927
01-0196 O AL FOLEY   30 16 46.00N  087 41 33.00W  T-L TWR 2  0130 
00140  N5 EY   C84144 188870
01-2870 O AL ORANGE BEACH30 16 58.00N  087 35 04.00W  TOWER  0155 
00170  N2 CN  03SO0528 CA3341 239458
01-0291 O AL FOLEY   30 17 12.00N  087 36 23.00W  TOWER  0300 
00317  Y  66ME0248 D79163 212543

The obstruction types in the list are ARCH, BALLOON, BLDG,
BLDG-TWR, BRIDGE, CATENARY, COOL TWR, CRANE, DOME, ELEVATOR,
MONUMENT, OBSTACLE, PLANT, POLE, REFINERY, RIG, SIGN, SPIRE,
STACK/STACKS, T-L TWR, TANK, TOWER/TOWERS, TRAMWAY, and
WINDMILL.  Some of these correspond to types of objects that
Jon has spent a lot of time creating very nice looking models.

I think this would help make scenery in the U.S. and Canada
look a lot nicer with very little help.  My good news for the
new year is that I got a new job.  While I'm employed, I'm
willing to buy a copy of this file annually for TerraGear
to use in object placement, and work on scripts to add to
TerraGear to do it, if the interest is there.

-c


-- 
Chris Metzler   [EMAIL PROTECTED]
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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Arnt Karlsen
On Thu, 6 Jan 2005 13:13:19 +, Dave wrote in message 
[EMAIL PROTECTED]:
 
 Theres a great potential for abuse (don't forget e:mail will be listed
 in the  FG Dev list archive.)

..those can be shown there as graphics rather than text etc.

-- 
..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.



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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Martin Spott
Jon Stockill wrote:

 [...] If you've got a database handy I can send you a 
 dump of the database I have so far.

Are you talking about a database containing locations of already
existing scenery objects ? I think if we use a database for maintaining
object positions around the world we also should place the objects
themselves into the database - otherwise you still have to maintain
filesystem contents.
I welcome every sort of insight in what you've already been collecting.
I'm running Sybase and PostgreSQL (8.0pre4) databases, so if you have a
dump available in some 'compatible' format I will have a look at it.
Usually I'm happy to push everything into a database, so let's see,

Martin.
-- 
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--

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Re: [Flightgear-devel] Scenery, plus an offer

2005-01-06 Thread Erik Hofman
Chris Metzler wrote:
Jon, are you agreeable to getting this stuff into the downloadable
scenery (that is, putting the models into the data tree and making their
placement part of the TerraGear/scenery generation process)?  Curt, are
you?  It would be cool to have this stuff in the scenery.
There is no need to include it in the official release since we now have 
a Terrain directory and an Objects directory in the Scenery directory. 
This makes it easy to add additional objects after you have installed 
the Scenery Terrain.

Erik
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Re: [Flightgear-devel] Scenery, plus an offer

2005-01-06 Thread Chris Metzler
On Thu, 06 Jan 2005 18:30:15 +0100
Erik Hofman wrote:

 Chris Metzler wrote:
 
  Jon, are you agreeable to getting this stuff into the downloadable
  scenery (that is, putting the models into the data tree and making
  their placement part of the TerraGear/scenery generation process)? 
  Curt, are you?  It would be cool to have this stuff in the scenery.
 
 There is no need to include it in the official release since we now have
 
 a Terrain directory and an Objects directory in the Scenery directory. 
 This makes it easy to add additional objects after you have installed 
 the Scenery Terrain.

I don't mean the official release (although there where appropriate) so
much as the downloadable scenery available at e.g.
http://www.flightgear.org/Downloads/scenery.html . . .in other words,
just as we have radio towers decorating the landscape, having cooling
towers and might be good as well; and just as we have control towers
and windsocks at airports, having checkerboarded buildings at the
airport navaids locations might also look very nice.  Yes, it's true
that the stuff can (with some effort if you wanna do it globally) be
downloaded and installed; but so could be the radio towers and the control
towers and the windsocks and so forth.  If we know that they're present,
and we know their locations, and we have models for them, and it doesn't
consume a lot of disk space to include them or bandwidth to download
them, why not include them?

-c

-- 
Chris Metzler   [EMAIL PROTECTED]
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[Flightgear-devel] Scenery

2005-01-05 Thread Jon Stockill
While messing around with my scripts for inserting objects into the 
scenery (it's now all database driven, with numerous datasets imported) 
I decided I could do with a few landmarks. Here's a couple of views of 
the first, also showing off the object positioning:

http://flightgear.stockill.org.uk/models/
btw, I'm not sure if I've got the position slightly wrong, or if the 
river's in slightly the wrong place - I'll work it out later.

--
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[Flightgear-devel] scenery generation

2004-11-27 Thread Jason Cox
hi all,
 I have been tring to crate new scenery for australia but have few
problems.
 1. it appears that fgfs-tools-client stops due to low memory, is it
ment to not use the virtual memory ?
 2. if it wont use the virtual memory how much is recommened ?
 3. is there any information on the other tools, ie the src/Prep/
programs ?

thanks 
jason


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Re: [Flightgear-devel] Scenery Loading

2004-08-16 Thread Curtis L. Olson
Erik Hofman wrote:
I noticed that the fact that scenery loading is faster when pressing 
'v' is caused by the fact that FlightGear doesn't bother rendering the 
scene in the mean time.

Maybe it would be a good idea to set /sim/rendering/draw-otw to false 
just after the message box is displayed, and setting it back to true 
after scenery loading has finished?

I don't know how this scenery loading message/pause was implimented, but ...
FlightGear can't load add-on 3d models (like the SFO buildings and 
bridges) inside the threaded scenery loader because the plib model 
loader functions are not thread safe in conjunction with opengl.

So, FlightGear maintains a queue of models that need to be loaded and 
then loads them one per frame to interleave the work with rendering.  
This is extremely inefficient if we are waiting to load all the models.

We should modify the code to simply load all the models in the queue 
(i.e. flush it) at startup, rather than doing one-per-frame and hacking 
around that with turn draw-otw=false.  IMO that would be a *much* better 
solution.

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Scenery Loading

2004-08-16 Thread Frederic Bouvier
Curtis L. Olson wrote:

 Erik Hofman wrote:

  I noticed that the fact that scenery loading is faster when pressing
  'v' is caused by the fact that FlightGear doesn't bother rendering the
  scene in the mean time.
 
  Maybe it would be a good idea to set /sim/rendering/draw-otw to false
  just after the message box is displayed, and setting it back to true
  after scenery loading has finished?


 I don't know how this scenery loading message/pause was implimented, but
...

 FlightGear can't load add-on 3d models (like the SFO buildings and
 bridges) inside the threaded scenery loader because the plib model
 loader functions are not thread safe in conjunction with opengl.

 So, FlightGear maintains a queue of models that need to be loaded and
 then loads them one per frame to interleave the work with rendering.
 This is extremely inefficient if we are waiting to load all the models.

 We should modify the code to simply load all the models in the queue
 (i.e. flush it) at startup, rather than doing one-per-frame and hacking
 around that with turn draw-otw=false.  IMO that would be a *much* better
 solution.

I tried that, but it appeared that the queue is also filled at frame rate.
So the queue can be quickly flushed but it will be filled as soon as we
will render the first few frames.

-Fred



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Re: [Flightgear-devel] Scenery Loading

2004-08-16 Thread Jim Wilson
Curtis L. Olson said:


 I don't know how this scenery loading message/pause was implimented, but ...
 

The most recent changes from Fred work great.  I made the original fix in
order to correct the problems doing in air starts near KSFO before the
release, without thinking about the frame rate issue.  All it did was suspend
FDM updates, so despite the observation that there was a delay,  scenery was
loading at the same rate it always did.

snip
 We should modify the code to simply load all the models in the queue 
 (i.e. flush it) at startup, rather than doing one-per-frame and hacking 
 around that with turn draw-otw=false.  IMO that would be a *much* better 
 solution.

This sounds pretty much like what the latest patch does.  It just holds the
splash screen up until the queues are flushed, rather than rendering the whole
scene with a popup dialog. (The splash will also reappear during teleports).

Best,

Jim


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[Flightgear-devel] Scenery Loading

2004-08-15 Thread Erik Hofman
Hi,
I noticed that the fact that scenery loading is faster when pressing 'v' 
is caused by the fact that FlightGear doesn't bother rendering the scene 
in the mean time.

Maybe it would be a good idea to set /sim/rendering/draw-otw to false 
just after the message box is displayed, and setting it back to true 
after scenery loading has finished?

Erik
--
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Re: [Flightgear-devel] Scenery Loading

2004-08-15 Thread Mathias Fröhlich

Hi,

On Sonntag, 15. August 2004 12:00, Erik Hofman wrote:
 I noticed that the fact that scenery loading is faster when pressing 'v'
 is caused by the fact that FlightGear doesn't bother rendering the scene
 in the mean time.

 Maybe it would be a good idea to set /sim/rendering/draw-otw to false
 just after the message box is displayed, and setting it back to true
 after scenery loading has finished?
Oh, yes please.
I have locally disabled that whole machinery around that dialog just because 
it is unaccaptable to me to wait for about three minutes when I want to try 
something.

So everything speeding up this would be good!

 Geetings

Mathias

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Re: [Flightgear-devel] Scenery Loading

2004-08-15 Thread Frederic Bouvier
Erik Hofman wrote:
 
 Hi,
 
 I noticed that the fact that scenery loading is faster when pressing 'v' 
 is caused by the fact that FlightGear doesn't bother rendering the scene 
 in the mean time.
 
 Maybe it would be a good idea to set /sim/rendering/draw-otw to false 
 just after the message box is displayed, and setting it back to true 
 after scenery loading has finished?

This is my conclusion. Load time is framerate dependent. I am 
finishing a patch that will speedup this.

-Fred



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Re: [Flightgear-devel] Scenery Loading

2004-08-15 Thread Frederic Bouvier
Mathias Fröhlich wrote:
 On Sonntag, 15. August 2004 12:00, Erik Hofman wrote:
  I noticed that the fact that scenery loading is faster when pressing 'v'
  is caused by the fact that FlightGear doesn't bother rendering the scene
  in the mean time.
 
  Maybe it would be a good idea to set /sim/rendering/draw-otw to false
  just after the message box is displayed, and setting it back to true
  after scenery loading has finished?
 Oh, yes please.
 I have locally disabled that whole machinery around that dialog just
because
 it is unaccaptable to me to wait for about three minutes when I want to
try
 something.

 So everything speeding up this would be good!

If you use current CVS, you can set /sim/sceneryloaded-override to true
to have the old behavior.

-Fred



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Re: [Flightgear-devel] Scenery Loading

2004-08-15 Thread Mathias Fröhlich
On Sonntag, 15. August 2004 15:24, Frederic Bouvier wrote:
  So everything speeding up this would be good!

 If you use current CVS, you can set /sim/sceneryloaded-override to true
 to have the old behavior.
Very good , thank you.

 Greetings

 Mathias

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Re: [Flightgear-devel] scenery paging memory leak

2004-07-19 Thread Frederic Bouvier
Frederic Bouvier wrote :


 Durk Talsma wrote:

  The new scenery (the 0.9.5 release, downloaded using terrasync)
 
  Cheers,
  Durk
 
  On Sunday 18 July 2004 23:08, Frederic Bouvier wrote:
   Durk Talsma wrote:
 Ehm, to both of you, was this using the real-weather option turned
 on
 or anything other which might be related?
   
Euhhm, yes, I always have turned the real-weather option on by
 default.
  
   Are you using the old or the new Scenery. There was some changes in
the
   animation code to support towers and beacons.

 It is too late here so I can't have a look right now, but I am thinking
 specifically of the class SGPersonalityBranch in personality.[ch]xx that
 stores data for each individual tower. I can't remember exactly but it
 occured to me that there could be a leak here, keeping states for unloaded
 towers, but I still have to remember how it was designed.

 I will look at it tomorrow if nobody beat me tonight.

False alert : there is one personality branch for each instance of models
and they are deleted by the decimation thread when the tile is unloaded.
We must find something else.

-Fred



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[Flightgear-devel] Scenery diff

2004-07-19 Thread Birger Brunswiek
Is there a scenery diff somewhere from 0.9.4 to 0.9.5-pre1,
I don't really want to download the whole 80+Mb package again...
Birger
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[Flightgear-devel] scenery paging memory leak

2004-07-18 Thread Curtis L. Olson
Hey guys,
Did we introduce a memory leak when paging scenery recently?  I left FG 
running all night (with ATC and AI traffic disabled) and memory usage 
was stable.  Then I went for  2-3 hour flight and just about filled up 
all my main RAM + Swap on my linux machine before I finally killed 
landed and exited.  I know we were very careful when we set this all up 
to make sure memory usage was stable during scenery paging and that we 
didn't leak any memory, but something seems to have crept in along the 
way with one of the changes.  The only thing I can remember recenly is 
support for terrain/object separation in the directory structure and 
some sort of simplistic state presorting when loading terrain.  Could 
one of those things be doing this?  Has anything else changed?  This is 
not good if someone wants to do long flights

Thanks,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] scenery paging memory leak

2004-07-18 Thread Durk Talsma
Curt,

I do remember seeing something similar happening, on a long haul test flight 
between Tokyo and Sydney, which judging from the timestamp on the scenery 
directory, I did around the 22nd of June. Same problem: Huge memory leak, up 
to the point where the aircraft became uncontrollable. I reran the same route 
the next day, and nothing happened. Weird. Anyways, hope that the date of my 
problem flight may be of any help finding this bug. 

Actually, I'm testing long range performance right now, doing a 10 hour KSFO 
to EHAM trip. Memory use appears to be rock solid. 

Cheers,
Durk

On Sunday 18 July 2004 21:05, Curtis L. Olson wrote:
 Hey guys,

 Did we introduce a memory leak when paging scenery recently?  I left FG
 running all night (with ATC and AI traffic disabled) and memory usage
 was stable.  Then I went for  2-3 hour flight and just about filled up
 all my main RAM + Swap on my linux machine before I finally killed
 landed and exited.  I know we were very careful when we set this all up
 to make sure memory usage was stable during scenery paging and that we
 didn't leak any memory, but something seems to have crept in along the
 way with one of the changes.  The only thing I can remember recenly is
 support for terrain/object separation in the directory structure and
 some sort of simplistic state presorting when loading terrain.  Could
 one of those things be doing this?  Has anything else changed?  This is
 not good if someone wants to do long flights

 Thanks,

 Curt.


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Re: [Flightgear-devel] scenery paging memory leak

2004-07-18 Thread Erik Hofman
Durk Talsma wrote:
I do remember seeing something similar happening, on a long haul test flight 
between Tokyo and Sydney, which judging from the timestamp on the scenery 
directory, I did around the 22nd of June. Same problem: Huge memory leak, up 
to the point where the aircraft became uncontrollable. I reran the same route 
the next day, and nothing happened. Weird. Anyways, hope that the date of my 
problem flight may be of any help finding this bug. 

Actually, I'm testing long range performance right now, doing a 10 hour KSFO 
to EHAM trip. Memory use appears to be rock solid. 
Ehm, to both of you, was this using the real-weather option turned on or 
anything other which might be related?

Erik
On Sunday 18 July 2004 21:05, Curtis L. Olson wrote:
Hey guys,
Did we introduce a memory leak when paging scenery recently?  I left FG
running all night (with ATC and AI traffic disabled) and memory usage
was stable.  Then I went for  2-3 hour flight and just about filled up
all my main RAM + Swap on my linux machine before I finally killed
landed and exited.
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Re: [Flightgear-devel] scenery paging memory leak

2004-07-18 Thread Durk Talsma

 Ehm, to both of you, was this using the real-weather option turned on or
 anything other which might be related?


Euhhm, yes, I always have turned the real-weather option on by default.

Cheers,
Durk


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Re: [Flightgear-devel] scenery paging memory leak

2004-07-18 Thread Frederic Bouvier
Durk Talsma wrote:

  Ehm, to both of you, was this using the real-weather option turned on or
  anything other which might be related?
 

 Euhhm, yes, I always have turned the real-weather option on by default.

Are you using the old or the new Scenery. There was some changes in the
animation code to support towers and beacons.

-Fred



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Re: [Flightgear-devel] scenery paging memory leak

2004-07-18 Thread Durk Talsma
The new scenery (the 0.9.5 release, downloaded using terrasync)

Cheers,
Durk

On Sunday 18 July 2004 23:08, Frederic Bouvier wrote:
 Durk Talsma wrote:
   Ehm, to both of you, was this using the real-weather option turned on
   or anything other which might be related?
 
  Euhhm, yes, I always have turned the real-weather option on by default.

 Are you using the old or the new Scenery. There was some changes in the
 animation code to support towers and beacons.

 -Fred



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Re: [Flightgear-devel] scenery paging memory leak

2004-07-18 Thread Frederic Bouvier
Durk Talsma wrote:

 The new scenery (the 0.9.5 release, downloaded using terrasync)

 Cheers,
 Durk

 On Sunday 18 July 2004 23:08, Frederic Bouvier wrote:
  Durk Talsma wrote:
Ehm, to both of you, was this using the real-weather option turned
on
or anything other which might be related?
  
   Euhhm, yes, I always have turned the real-weather option on by
default.
 
  Are you using the old or the new Scenery. There was some changes in the
  animation code to support towers and beacons.

It is too late here so I can't have a look right now, but I am thinking
specifically of the class SGPersonalityBranch in personality.[ch]xx that
stores data for each individual tower. I can't remember exactly but it
occured to me that there could be a leak here, keeping states for unloaded
towers, but I still have to remember how it was designed.

I will look at it tomorrow if nobody beat me tonight.

-Fred



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[Flightgear-devel] Scenery search path behavior

2004-06-21 Thread Josh Babcock
I have noticed that with the new Scenery directory structure, FG does not look 
at mydir/Objects/w080n30/w077n38/1695792.stg unless it finds 
mydir/Terrain/w080n30/w077n38/1695792.stg.  This seems a little broken.  If I 
want to add some objects, I not only have to populate 
mydir/Objects/w080n30/w077n38, but I also have to put a copy of 1695792.stg and 
1695792.gz.btg from the original scenery tree into 
mydir/Terrain/w080n30/w077n38, and then edit out all the towers and whatnot out 
of mydir/Terrain/w080n30/w077n38/1695792.stg so they don't get rendered twice, 
once for mydir and once for the global scenery.  I should be able to just add a 
.stg file with one or two objects to an Objects dir in my private scenery path, 
have FG find and load those objects, then go on to the global scenery, find the 
.stg files there and load the terrain and objects from those.

I also tried using an empty mydir/Terrain/w080n30/w077n38/1695792.stg but that 
seems to produce the same behavior.

Also, I have not been able to find this logic in the source, it does not seem to 
be in Scenery.  Can someone let me know where to find it?  Fixing this logic is 
probably within my grasp, if I can just find it.

Thanks,
Josh
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[Flightgear-devel] Scenery problem at CYHM

2004-06-18 Thread David Megginson
Using today's scenery over TerraSync, I've found an interesting problem at 
CYHM (Hamilton, ON).  Runway 12/30 is where it should be, but runway 06/24 
is missing -- there is a big hole in the ground.  When you try to start on 
runway 6, the plane starts up high in the clouds, presumably where the 
runway is floating.

  fgfs --airport=CYHM --runway=30
  fgfs --airport=CYHM --runway=06
All the best,
David
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Re: [Flightgear-devel] Scenery problem at CYHM

2004-06-18 Thread Chris Metzler
On Fri, 18 Jun 2004 14:21:41 -0400
David Megginson [EMAIL PROTECTED] wrote:

 Using today's scenery over TerraSync, I've found an interesting problem
 at CYHM (Hamilton, ON).  Runway 12/30 is where it should be, but runway
 06/24 is missing -- there is a big hole in the ground.  When you try to
 start on runway 6, the plane starts up high in the clouds, presumably
 where the runway is floating.

I just checked this out.  Actually, you're not high up in the clouds --
you're in the hole.  It starts you with an altitude of 0 ASL; but since
that's below local ground level you're in the hole.  The AGL altitude
is enormous -- around 33000 ft -- because that's how deep the hole is.
To see this, take the UFO off of runway 30 and fly it across the hole.
Watch your AGL altitude explode.  I flew down the hole but didn't find
ground at the bottom.

Weirdness.

-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


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Re: [Flightgear-devel] Scenery problem at CYHM

2004-06-18 Thread Curtis L. Olson
David,
I think what you are describing is another problem introduced in Robin's 
latest scenery.  For some airports that share the same name with other 
airports (San Carlos, Crystal, etc.) Robin somehow got multiple entries 
for the same airport in the database with the runways split between them 
(and usually the *other* airport with the same name sandwiched in between.)

The problem is that the terragear airport generator names the airport 
scenery file according to apt. id, but in these cases the airport id 
occurs twice.  I am eager to see these (and other) problems fixed in 
Robin's next data release.

Regards,
Curt.
David Megginson wrote:
Using today's scenery over TerraSync, I've found an interesting 
problem at CYHM (Hamilton, ON).  Runway 12/30 is where it should be, 
but runway 06/24 is missing -- there is a big hole in the ground.  
When you try to start on runway 6, the plane starts up high in the 
clouds, presumably where the runway is floating.

  fgfs --airport=CYHM --runway=30
  fgfs --airport=CYHM --runway=06
All the best,
David
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HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Scenery problem at CYHM

2004-06-18 Thread David Megginson
Curtis L. Olson wrote:
The problem is that the terragear airport generator names the airport 
scenery file according to apt. id, but in these cases the airport id 
occurs twice.  I am eager to see these (and other) problems fixed in 
Robin's next data release.
Thanks, Curt -- I took at look at the file, and that's exactly what happened.
Given all of the problems in this release of Robin's data -- messed-up 
runways, hundreds of missing ILS approaches, etc. -- we might want to 
consider reverting to the previous version until his new system has a chance 
to stabilize.

Have you informed Robin of the problem, or should I drop him a note?
All the best,
David
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Re: [Flightgear-devel] Scenery problem at CYHM

2004-06-18 Thread Curtis L. Olson
David Megginson wrote:
Thanks, Curt -- I took at look at the file, and that's exactly what 
happened.

Given all of the problems in this release of Robin's data -- messed-up 
runways, hundreds of missing ILS approaches, etc. -- we might want to 
consider reverting to the previous version until his new system has a 
chance to stabilize.

Have you informed Robin of the problem, or should I drop him a note?

I've reported several problems, but nothing relating to this specific 
airport.  Hearing problem reports from multiple sources can't hurt 
though.  Supposedly the next data release is due out real soon now, so 
I'm a little hesitant to revert, especially since I did a bunch of new 
coding to support his data format more directly ... a lot of that code 
would need to also be reverted which wouldn't be a pretty site at this 
point.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d

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Re: [Flightgear-devel] Scenery

2004-01-29 Thread Erik Hofman
Matthew Law wrote:
That's pretty good scenery!  Is that straight from TerraGear or ripped from the MS Scenery add-ons?
As I understand it it's a commercial CD containing satellite images of 
the UK, but processed with TerraGear to match FlightGear's own scenery 
format.

Erik

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Re: [Flightgear-devel] Scenery

2004-01-29 Thread Mally
 As I understand it it's a commercial CD containing satellite images of
 the UK, but processed with TerraGear to match FlightGear's own scenery
 format.

Maybe the simscreens postings should credit the source and acknowledge the
copyright?

Mally



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Re: [Flightgear-devel] Scenery

2004-01-29 Thread Erik Hofman
Mally wrote:
As I understand it it's a commercial CD containing satellite images of
the UK, but processed with TerraGear to match FlightGear's own scenery
format.


Maybe the simscreens postings should credit the source and acknowledge the
copyright?
At least mentioning that it uses textures based on a commercial product 
would have been nice.

Erik

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Re: [Flightgear-devel] Scenery

2004-01-29 Thread Christopher S Horler


On Thu, 2004-01-29 at 08:44, Erik Hofman wrote:
 Matthew Law wrote:
  That's pretty good scenery!  Is that straight from TerraGear or ripped from the MS 
  Scenery add-ons?
 
 As I understand it it's a commercial CD containing satellite images of 
 the UK, but processed with TerraGear to match FlightGear's own scenery 
 format.

I forget the name of the CD, but I've seen these in a games shop
recently.  The do the entire UK as several sets, and also the major
airports in high detail.  I didn't know if they'd work with fgfs, I
might invest in a copy now.  

I believe it was something to do with the millenium mapping project
(some of the photographing flights were flown from my home airport - a
couple minutes away from my parents house).

Chris


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[Flightgear-devel] Scenery

2004-01-28 Thread Erik Hofman


Hi,

I must admit I've been a long standing fan of  tiled scenery like we use 
right now. It needs some attention but the goal is my favorite.

But I must also admit that after looking at the new screen shots from 
Mat Churchill I might want to change my mind:

html
http://www.simscreens.net/index.php?sub=categoriespt=al=cntr=sim=14motif=type=keyword=cnt=15sort=1from=0static=yesempty=yes
/html
Erik

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Re: [Flightgear-devel] Scenery

2004-01-28 Thread Matthew Law
That's pretty good scenery!  Is that straight from TerraGear or ripped from the MS 
Scenery add-ons?

All the best,

Matt.

On 23:31 Wed 28 Jan , Erik Hofman wrote:
 But I must also admit that after looking at the new screen shots from 
 Mat Churchill I might want to change my mind:
 
 html
 http://www.simscreens.net/index.php?sub=categoriespt=al=cntr=sim=14motif=type=keyword=cnt=15sort=1from=0static=yesempty=yes
 /html

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Re: [Flightgear-devel] Scenery testing

2003-12-10 Thread Erik Hofman
Curtis L. Olson wrote:

Can we double the power, add some animation, and perhaps more loosely
couple the power plants?  Now is when we really could use the ability
to drop ordinance.  I don't have the POH in front of me, but I would
think that those particular engines would certainly need to expel
spent fuel now and then.
That was my initial intention, but I'm not sure I can get that working 
in time. Although I must say that the new interpolation animation from 
Andy might come in handy now ...

Erik



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[Flightgear-devel] Scenery testing

2003-12-09 Thread Jon Stockill
I've just been having a look at some of the new airports I've generated,
and I've noticed an error with the new ufo model - the great big red
anti-collision light from the front is missing ;-)

-- 
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Re: [Flightgear-devel] Scenery testing

2003-12-09 Thread Erik Hofman
Jon Stockill wrote:
I've just been having a look at some of the new airports I've generated,
and I've noticed an error with the new ufo model - the great big red
anti-collision light from the front is missing ;-)
Heh, I noticed that too recently.
I was mostly busy doing other stuff today, I'll see if I can get it 
updated soon. If some one else feels like doing some updates to it, then 
don't hessitate to do so.

Erik

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Re: [Flightgear-devel] Scenery testing

2003-12-09 Thread Curtis L. Olson
Erik Hofman writes:
 Jon Stockill wrote:
  I've just been having a look at some of the new airports I've generated,
  and I've noticed an error with the new ufo model - the great big red
  anti-collision light from the front is missing ;-)
 
 Heh, I noticed that too recently.
 I was mostly busy doing other stuff today, I'll see if I can get it 
 updated soon. If some one else feels like doing some updates to it, then 
 don't hessitate to do so.

Can we double the power, add some animation, and perhaps more loosely
couple the power plants?  Now is when we really could use the ability
to drop ordinance.  I don't have the POH in front of me, but I would
think that those particular engines would certainly need to expel
spent fuel now and then.

Regards,

Curt. (Unless you are the lead dog, the view never changes)
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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RE: [Flightgear-devel] Scenery engine features.

2003-11-14 Thread Norman Vine
Curtis L. Olson writes:
 
 Paul Surgeon writes:
  I'm sure this subject has been brought up plenty of times but I
  think it would be great to compile a list of all the features that
  we need the FG terrain rendering system to support.
 
 Norman Vine writes:
   - Ability to cut in polygon models of airports.
  
  Any cut in polygons respect tile boundaries 
  i.e a polygon can only be in one tile 
 
 It's easy to chop up polygons on tile boundaries, but you are probably
 referring to airport areas. :-)

I am referring to any polygon whether or not they are part of an airport
area is immaterial :-)

This has been discussed before and I do appreciate the 'pain' factor
on the construction side of things but having to special case airports
to cross tile boundaries is a killer when it comes to subdivision and
or indexing schemes.  

 
   - Ability to page terrain / textures so continuous flights around the
 world are still possible.
  
  :-)
 
 I only say this because I've seen a lot of ROAM type demos that look
 cool for a small area, but I get the sense that it's a bit trickier to
 build an entire seamless earth.  It's probably been done in commercial
 games (?) but I haven't seen this done in the open souce world.

Hence my smiley, also I am not convinced that FGFS should adbandon 
using pretesselated scenery in favor of a ROAM approach.  This doesn't 
necessarily mean that we can't have scenery LOD though

 Modeling the entire world is a good way to keep yourself
 honest. :-)

You are preaching to the choir here :-)
 
  I think we could make the current scheme work as the only thing changing
  will be the local 'Z' and height calculations would be *much*  simpler
 
 We have to be careful though of objects floating up and down
 noticable as the underlying terrain LOD changes.

Yes and the Local Z simplification really only applies to ROAM like
tesselations not TINs
 
  We still need polygons to shape the terrain for roads, rivers etc. during 
  scenery creation and then there are the airports.
 
 My understanding is that roads, rivers, lakes, cities, etc. (all that
 stuff we handle with 2d polygons right now) could be embedded in the
 aerial photos / textures that we are draping over the terrain, so
 there would be no need to cut them in as polygons.

I am not necessarily suggesting a ROAM approach as the data 
requirements are humongous both for the textures and the elevations.

What I think would be most beneficial is to write an abstract interface
for terrain first so that the actual mechanism used is not exposed to the
rest of the SIM.  What we have is a good start on this.

Cheers

Norman

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[Flightgear-devel] Scenery engine features.

2003-11-13 Thread Paul Surgeon
I'm sure this subject has been brought up plenty of times but I think it would 
be great to compile a list of all the features that we need the FG terrain 
rendering system to support.

I want to keep this to features only - lets forget about the implementation 
for the moment so we can at least get everyone's ideas down without having 50 
emails of it can't be done like this or must be done like that.
Let's make a comprehensive list first and then discuss the HOWTO's afterwards.
Maybe we can even come up with a roadmap!!!  :-P

My list :

1. LOD algorithm/system (with adjustable radius for high and low end users)
The current irregular grid mesh works but it's not very efficient and we could 
get much better framerates with a nice LOD system. Alternatively much higher 
elevation resolution with similar framerates.

2. Texture overlays - FG scenery engine does the chopping and texture co-ord 
generation.  (I won't go into details but this would greatly simplify LOD 
algorithms)

Your list :

Paul


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Re: [Flightgear-devel] Scenery engine features.

2003-11-13 Thread Curtis L. Olson
Paul Surgeon writes:
 I'm sure this subject has been brought up plenty of times but I think it would 
 be great to compile a list of all the features that we need the FG terrain 
 rendering system to support.
 
 I want to keep this to features only - lets forget about the implementation 
 for the moment so we can at least get everyone's ideas down without having 50 
 emails of it can't be done like this or must be done like that.
 Let's make a comprehensive list first and then discuss the HOWTO's afterwards.
 Maybe we can even come up with a roadmap!!!  :-P
 
 My list :
 
 1. LOD algorithm/system (with adjustable radius for high and low end users)
 The current irregular grid mesh works but it's not very efficient and we could 
 get much better framerates with a nice LOD system. Alternatively much higher 
 elevation resolution with similar framerates.
 
 2. Texture overlays - FG scenery engine does the chopping and texture co-ord 
 generation.  (I won't go into details but this would greatly simplify LOD 
 algorithms)
 
 Your list :

I'll add in a few things:

- Ability to cut in polygon models of airports.

- Ability to page terrain / textures so continuous flights around the
  world are still possible.

- Ability to populate the world with arbitrary additional 3d objects.
  Note that our current ability to populate the world with random
  objects would not work with the new scheme.  We'd need to completely
  overhaul that functionality to work in a photo texture drapped, LOD
  terrain world.

- Care should be taken with object vertical placement so the terrain
  LOD doesn't move the 3d objects up and down noticable.  And also so
  it doesn't noticably bury objects or float objects when the terrain
  LOD changes.

- I assume all the current 2d polygon data would go away since this
  would be better represented by the photo texture overlay anyway.

I bet we'll run into other things, but if you are serious about making
a stab at this, then I will propose that we a) find a way to do it in
parallel to the current system and b) just jump in and start going.  I
don't think it's realistic to have your first pass encapsulate *all*
current functionality of the scenery subsystem.  And there will most
likely be things we don't consider until we get hit over the head with
it.

I can think of different situations where each approach would be more
optimal than the other, so it probably wouldn't hurt to have more than
one way to do things.

Best regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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RE: [Flightgear-devel] Scenery engine features.

2003-11-13 Thread Norman Vine
Curtis L. Olson writes:
 
 Paul Surgeon writes:
  I'm sure this subject has been brought up plenty of times but I think it would 
  be great to compile a list of all the features that we need the FG terrain 
  rendering system to support.
  
 
 I'll add in a few things:

me too
 
 - Ability to cut in polygon models of airports.

Any cut in polygons respect tile boundaries 
i.e a polygon can only be in one tile 

 - Ability to page terrain / textures so continuous flights around the
   world are still possible.

:-)
 
 - Ability to populate the world with arbitrary additional 3d objects.
   Note that our current ability to populate the world with random
   objects would not work with the new scheme.  We'd need to completely
   overhaul that functionality to work in a photo texture drapped, LOD
   terrain world.

I think we could make the current scheme work as the only thing changing
will be the local 'Z' and height calculations would be *much* simpler
 
 - Care should be taken with object vertical placement so the terrain
   LOD doesn't move the 3d objects up and down noticable.  And also so
   it doesn't noticably bury objects or float objects when the terrain
   LOD changes.
 
 - I assume all the current 2d polygon data would go away since this
   would be better represented by the photo texture overlay anyway.

We still need polygons to shape the terrain for roads, rivers etc. during 
scenery creation and then there are the airports.

Norman

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Re: [Flightgear-devel] Scenery engine features.

2003-11-13 Thread David Luff
On 11/14/03 at 12:17 AM Paul Surgeon wrote:

I'm sure this subject has been brought up plenty of times but I think it
would 
be great to compile a list of all the features that we need the FG terrain

rendering system to support.

I want to keep this to features only - lets forget about the
implementation 
for the moment so we can at least get everyone's ideas down without having
50 
emails of it can't be done like this or must be done like that.
Let's make a comprehensive list first and then discuss the HOWTO's
afterwards.
Maybe we can even come up with a roadmap!!!  :-P

My list :

1. LOD algorithm/system (with adjustable radius for high and low end
users)
The current irregular grid mesh works but it's not very efficient and we
could 
get much better framerates with a nice LOD system. Alternatively much
higher 
elevation resolution with similar framerates.

2. Texture overlays - FG scenery engine does the chopping and texture
co-ord 
generation.  (I won't go into details but this would greatly simplify LOD 
algorithms)

Your list :


The ability to drape the textures at differing resolutions at different
locations in the scenery.  (ie. higher res data immediately adjacent to
airports where the pilot is generally closer to the ground and to give good
definition on final approach).

Some sort of fix or workaround for the stretched-textures-on-cliff faces
problem that draped textures suffer from in mountainous regions - possibly
the ability to cut in textured polygons on steep faces.

Cheers - Dave


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RE: [Flightgear-devel] Scenery engine features.

2003-11-13 Thread Curtis L. Olson
Paul Surgeon writes:
 I'm sure this subject has been brought up plenty of times but I
 think it would be great to compile a list of all the features that
 we need the FG terrain rendering system to support.

Norman Vine writes:
  - Ability to cut in polygon models of airports.
 
 Any cut in polygons respect tile boundaries 
 i.e a polygon can only be in one tile 

It's easy to chop up polygons on tile boundaries, but you are probably
referring to airport areas. :-)

  - Ability to page terrain / textures so continuous flights around the
world are still possible.
 
 :-)

I only say this because I've seen a lot of ROAM type demos that look
cool for a small area, but I get the sense that it's a bit trickier to
build an entire seamless earth.  It's probably been done in commercial
games (?) but I haven't seen this done in the open souce world.

Just a word of advice ... if you are building a scheme and run across
some oversite and are tempted to think, what are the chances of
seeing this case in real life.  Believe me, when you throw all the
data of the world at your scheme, you'll see it a lot more than you
expected. :-) Modeling the entire world is a good way to keep yourself
honest. :-)

 I think we could make the current scheme work as the only thing changing
 will be the local 'Z' and height calculations would be *much*
 simpler

We have to be careful though of objects floating up and down
noticable as the underlying terrain LOD changes.

 We still need polygons to shape the terrain for roads, rivers etc. during 
 scenery creation and then there are the airports.

My understanding is that roads, rivers, lakes, cities, etc. (all that
stuff we handle with 2d polygons right now) could be embedded in the
aerial photos / textures that we are draping over the terrain, so
there would be no need to cut them in as polygons.  Airports are a bit
different though ... unless we have *really* high res data as in less
than 1 foot per pixel, we'll want to still model this polygonally.

The San Jose demo was interesting, but it still needed better
resolution.  Just one airport area could easily consume a Gb of
texture ram if we wanted to use a nice resolution.  But that still
wouldn't address all the squashed buildings, and all the nice aircraft
painted on the runways in various stages of taxiing, landing, and
taking off.  Also, you get everything shaded from one particular time
of day.  There are tradeoff's to every approach. :-)

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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[Flightgear-devel] Scenery file format

2003-11-08 Thread Paul Surgeon
Is there any documentation on the binary scenery file format and how 
FlightGear/SimGear renders the terrain?

I've searched through all the docs and have not found anything.
And no the doxygen docs are not helping me at all - doxygen does not explain 
the logic used in the terrain rendering.

Is it a tile based sim?
Is it using regular grid or irregular grid model?

I presume that one can tie ground texture co-ords to vertices's in FG 
otherwise the aerial photos I have seen in FG would not be possible.

Paul


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RE: [Flightgear-devel] Scenery file format

2003-11-08 Thread Norman Vine
Paul Surgeon writes:
 
 Is there any documentation on the binary scenery file format and how 
 FlightGear/SimGear renders the terrain?
 
 I've searched through all the docs and have not found anything.

The scenery docs are a little skimpy but maybe this will help get you started
 outdated but still essentially correct 
http://www.flightgear.org/Docs/Scenery/SceneryGeneration/SceneryGeneration.html

as far as the binary format goes the best doc is probabably the source
SimGear / simgear / io / decode_binobj.cxx and  sg_binobj.hxx
It is a very straightforward binary representation of our earlier ASCII format
which was *very* similar to a subset of the WaveFront .obj 3D format
http://astronomy.swin.edu.au/~pbourke/geomformats/obj/

HTH

Norman

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Re: [Flightgear-devel] Scenery file format

2003-11-08 Thread Paul Surgeon
Thanks, that helps a bit.

Paul

On Saturday, 8 November 2003 15:07, Norman Vine wrote:
 Paul Surgeon writes:
  Is there any documentation on the binary scenery file format and how
  FlightGear/SimGear renders the terrain?
 
  I've searched through all the docs and have not found anything.

 The scenery docs are a little skimpy but maybe this will help get you
 started  outdated but still essentially correct 
 http://www.flightgear.org/Docs/Scenery/SceneryGeneration/SceneryGeneration.
html

 as far as the binary format goes the best doc is probabably the source
 SimGear / simgear / io / decode_binobj.cxx and  sg_binobj.hxx
 It is a very straightforward binary representation of our earlier ASCII
 format which was *very* similar to a subset of the WaveFront .obj 3D format
 http://astronomy.swin.edu.au/~pbourke/geomformats/obj/

 HTH

 Norman

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[Flightgear-devel] Scenery mirrors

2003-10-15 Thread David Luff
The http mirrors of FG are all straight mirrors of the master site, as are
the ftp mirrors.  Hence the graphical scenery download page on the http
mirrors points back to the master site.  Hence it's impossible to download
scenery from the ftp mirrors using the graphical interface.  It seems to me
it might be worth tweaking the http mirror's graphical download page to
point to the corresponding ftp mirror if available?

Cheers - Dave


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Re: [Flightgear-devel] Scenery mirrors

2003-10-15 Thread James A. Treacy
On Wed, Oct 15, 2003 at 12:36:26PM +0100, David Luff wrote:
 The http mirrors of FG are all straight mirrors of the master site, as are
 the ftp mirrors.  Hence the graphical scenery download page on the http
 mirrors points back to the master site.  Hence it's impossible to download
 scenery from the ftp mirrors using the graphical interface.  It seems to me
 it might be worth tweaking the http mirror's graphical download page to
 point to the corresponding ftp mirror if available?

This is one of the reasons that relative links are a good idea. As a
made up example, a link from http://gnucash.org/en/contribute.phtml to
http://gnucash.org/pub/gnucash/sources/stable/ should use
a href=../pub/gnucash/sources/stable/ instead of
a href=http://gnucash.org/pub/gnucash/sources/stable/;

As an aside, it is a good idea to include the final slash when linking
a directory. It removes the need for a redirect.

-- 
James (Jay) Treacy
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Re: [Flightgear-devel] Scenery mirrors

2003-10-15 Thread Curtis L. Olson
James A. Treacy writes:
 This is one of the reasons that relative links are a good idea. As a
 made up example, a link from http://gnucash.org/en/contribute.phtml to
 http://gnucash.org/pub/gnucash/sources/stable/ should use
 a href=../pub/gnucash/sources/stable/ instead of
 a href=http://gnucash.org/pub/gnucash/sources/stable/;
 
 As an aside, it is a good idea to include the final slash when linking
 a directory. It removes the need for a redirect.

The difficulty for us is that our web and ftp trees are on separate
machines.  They aren't even on the same server.  Our ftp tree is about
13Gb, our web site is about 100Mb.  If we merged all the ftp data in
with the web site, we'd kill all our mirrors.  I strongly suspect that
gnucash can get away with their scheme because their disk space usage
is far less than ours.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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