re: [Flightgear-devel] Simgear problem + Misc other stuff

2002-01-09 Thread David Megginson

David Findlay writes:

  EasyXML is missing from simgear CVS, stopping a few things from
  building.

simgear/xml/easyxml.cxx and simgear/xml/easyxml.hxx are both there.


All the best,


David

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RE: [Flightgear-devel] Simgear problem + Misc other stuff

2002-01-09 Thread Kaiser Georg





-Original Message-
From: David Findlay [mailto:[EMAIL PROTECTED]]
Sent: Mittwoch, 09. Jänner 2002 12:07
To: [EMAIL PROTECTED]
Subject: [Flightgear-devel] Simgear problem + Misc other stuff


EasyXML is missing from simgear CVS, stopping a few things from building.


I've built the overall project (fgfs, simgear and plib) yesterday without any problems 
from the cvs-sources. I'm sure that EasyXML is included.


I was also wondering how close we are to a new release of FlightGear. What 
has changed since 0.7.8? 

Is there any documentation on the format of taxiway sign files? I'll be 
attempting to add signs to the local Brisbane scenery. Also how hard is it to 
add taxiways into the scenery. Basically I want to make an enhanced version 
of the local scenery to show off a lot of the features all in the local area 
of the conference. 

Would it be possible to create a FlightGear Scenery Design mailling list?

I think that's a good idea ...

Lastly I'd be interested to know what state the network OLK code is in. I 
haven't seen Oliver here in a while. Anyone used it recently?

No, but I'm very interested in that too.

Thanks,

David

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Re: [Flightgear-devel] Simgear problem + Misc other stuff

2002-01-09 Thread D Luff

David Findlay wrote:

 
 Would it be possible to create a FlightGear Scenery Design mailling list?
 

The Terragear mailing list would seem an appropriate place for now, 
especially as a lot of scenery design is likely to need modification 
of the tools.

FWIW, I'm currently working on adding the ability to add files 
containing hand-crafted vector elevation data to the raster data 
during construction, in order to allow dem-30 based hilly areas to 
be manually improved.

Cheers - Dave

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Re: [Flightgear-devel] Simgear problem + Misc other stuff

2002-01-09 Thread David Megginson

D Luff writes:

  FWIW, I'm currently working on adding the ability to add files 
  containing hand-crafted vector elevation data to the raster data 
  during construction, in order to allow dem-30 based hilly areas to 
  be manually improved.

That sounds like an excellent idea.  Another possibility would be to
build a tool to convert DEM data to VRML and back again, so that a
user could hand-edit the mesh in a tool like Blender; then again, it
would be even more interesting to edit whole tiles in Blender.  I
wonder how hard it would be to make btg2vrml and vrml2btg filters?


All the best,


David

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RE: [Flightgear-devel] Simgear problem + Misc other stuff

2002-01-09 Thread Norman Vine

David Megginson writes:
  Another possibility would be to
build a tool to convert DEM data to VRML and back again, 

google 'GeoVRML' if you want to go that route

so that a
user could hand-edit the mesh in a tool like Blender; then again, it
would be even more interesting to edit whole tiles in Blender. 

BUT WHY use blender when there is PPE  !!!

Norman



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RE: [Flightgear-devel] Simgear problem + Misc other stuff

2002-01-09 Thread David Megginson

Norman Vine writes:
  David Megginson writes:
Another possibility would be to
  build a tool to convert DEM data to VRML and back again, 
  
  google 'GeoVRML' if you want to go that route
  
  so that a
  user could hand-edit the mesh in a tool like Blender; then again, it
  would be even more interesting to edit whole tiles in Blender. 
  
  BUT WHY use blender when there is PPE  !!!

I've spent about 20 hours working in PPE -- I think it's going to be a
great program, but it's still in early days (or at least, I haven't
figured out how to do even basic operations like extrusion yet).

The good news is that if we use VRML, we'll be able to load the mesh
into PPE, Blender, AC3D, or any number of other programs -- people
won't be forced to choose.  GeoVRML does not seem to be widely
supported yet, though (to their credit), the WG has made a Java-based
viewer available for cross-platform use.

By the way, I started using Blender just a couple of days ago.  At
first The non-standard interface scared the @#$%@ out of me, but after
spending an hour or two working through a couple of the dozens or
hundreds of excellent, illustrated, step-by-step tutorials on the Web
(I made a castle, and a pencil) I'm impressed beyond all belief.  Even
*I* might be able to make a 3D plane or cockpit model in that program.


All the best,


David

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Re: [Flightgear-devel] Simgear problem + Misc other stuff

2002-01-09 Thread John Check

On Wednesday 09 January 2002 11:44 am, you wrote:
schnip
 By the way, I started using Blender just a couple of days ago.  At
 first The non-standard interface scared the @#$%@ out of me, but after
 spending an hour or two working through a couple of the dozens or
 hundreds of excellent, illustrated, step-by-step tutorials on the Web
 (I made a castle, and a pencil) I'm impressed beyond all belief.  Even
 *I* might be able to make a 3D plane or cockpit model in that program.


 All the best,


 David

The latest versions of blender actually have a lot of improvements
interface wise (mainly popup help). Definitely a good program.
J

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RE: [Flightgear-devel] Simgear problem + Misc other stuff

2002-01-09 Thread Norman Vine

David Megginson writes:

Norman Vine writes:
  David Megginson writes:
  
  BUT WHY use blender when there is PPE  !!!

I've spent about 20 hours working in PPE -- I think it's going to be a
great program, but it's still in early days (or at least, I haven't
figured out how to do even basic operations like extrusion yet).

You can't do extrusions, at least in the released files 

BUT all you need for a scenery editor is 
1) move nodes
2) place objects
3) scale objects
4) move objects

PPE does all of the above and can even do it persistantly in a 
'paused' FGFS session with a just a little hacking as is :-)

Use your favorite Editor to make your objects but it only makes sense
to use PPE to actually place them into the FGFS Scenery since it just
'knows' the SSG structures.

Cheers

Norman

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RE: [Flightgear-devel] Simgear problem + Misc other stuff

2002-01-09 Thread David Megginson

Norman Vine writes:

  No, I think you missed that this is operating on the scenery directly
  as present in the current SceneGraph in the FGFS memory space. 
  PPE knows a LOT more about the SceneGraph then FGFS does :-)

Well, after that teaser, how about some details?


All the best,


David

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RE: [Flightgear-devel] Simgear problem + Misc other stuff

2002-01-09 Thread Norman Vine

David Megginson writes:

Norman Vine writes:

  No, I think you missed that this is operating on the scenery directly
  as present in the current SceneGraph in the FGFS memory space. 
  PPE knows a LOT more about the SceneGraph then FGFS does :-)

Well, after that teaser, how about some details?

Well, I have mentioned this before anyway

By changing the PPE main() into a function call  say
int ppe ( ssgContext *ssg, ssgRoot *root, myFGFS  *fgfs )

where myFGFS contains a few important vars such as lat lon and 
ssgRoot is a scenery node and ssgContext is ssgGetCurrentContext ();

then by pausing FGFS and calling ppe() and having PPE 'adopt' the
ssgContext as it's own and assigning the passed Node to be PPE's 
Root Node things just work  well almost  .

PPE has direct access to everything below the passed node,
and also knows where we are in the world !

All of this is possible of course because PPE and  FGFS are built
from a common substrate,  SSG.  

ie PPE is designed to be a native SSG editor, it's not all there yet
but the 'hooks' sure are.

Cheers

Norman


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