Re: [Flightgear-devel] git

2011-09-30 Thread Durk Talsma
Hi Michael,

On 29 Sep 2011, at 08:44, Michael Sgier wrote:


 
 Durk: I've only seen some lone hangars with terrasync but no probably not all 
 as they are for 850 format. As HB-GRAL stated some airports are way off in 
 old 810 format, so using a custom start or tower view location from my 
 groundnetworks might put you anywhere. But I've even had a dispute with 
 Robin, so I've to check back 850 airport locations as soon as they're in git.
 
 
 

If you have committed apt.dat files, to robin peel than I think that we could 
consider committing your ground networks to the terrasync repository. We 
currently have already quite a few (if not most) ground networks  in the 
scenery that are based on future improvement of the scenery (in anticipation of 
the improved scenery generation process that Martin is putting a lot of effort 
into). So, if you have contributed new apt.dat info that would be used in this 
buidl process then it would be okay.  But, I suspect that your ground networks 
contain parking information only? I would rather see fully developed ground 
networks, that can also be used for AI purposes. 

So, in the end, I would recommend that instead of committing these data to the 
fgdata repository, you bundle them with your own scnery distribution instead 
(i.e. you in addition to the Terrain/ and Objects/ directories, you'd provide 
an additional Airports/ directory in your package. FlightGear 2.4.0 should be 
able to read the parking data when you include the new scenery folder in your 
path. 

Cheers
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Re: [Flightgear-devel] git

2011-09-30 Thread Martin Spott
Durk Talsma wrote:

 If you have committed apt.dat files, to robin peel [...]

That's quite interesting. As far as I understood from Michael's various
rants, he doesn't license his work under the GPL - please correct me if
I'm wrong.  On the other hand, you automagically license under the GPL
by the act of submissing to Robin.
Unfortunately Robin's v8.10 file, the format which we're still using,
has been unmaintained for three years now, therefore, if I'm correct
about the licensing, Michael's effort is pretty pointless, whichever
route we take: Either we're not permitted to use it because of his
incompatible licensing or we can't because Robin's v8.10 file is
unmaintained.

Cheers,
Martin.
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Re: [Flightgear-devel] git

2011-09-30 Thread Michael Sgier
Martin ur a jerk. I've told to have submitted to 850 airports maintained by 
Robin.
Pls read before rant about things you have no clue of.
Durk, sure I can also add AI if you can give me an example groundnetwork.For 
now, I took lszh as pattern.


--- On Fri, 9/30/11, Martin Spott martin.sp...@mgras.net wrote:

From: Martin Spott martin.sp...@mgras.net
Subject: Re: [Flightgear-devel] git
To: flightgear-devel@lists.sourceforge.net
Date: Friday, September 30, 2011, 10:05 AM

Durk Talsma wrote:

 If you have committed apt.dat files, to robin peel [...]

That's quite interesting. As far as I understood from Michael's various
rants, he doesn't license his work under the GPL - please correct me if
I'm wrong.  On the other hand, you automagically license under the GPL
by the act of submissing to Robin.
Unfortunately Robin's v8.10 file, the format which we're still using,
has been unmaintained for three years now, therefore, if I'm correct
about the licensing, Michael's effort is pretty pointless, whichever
route we take: Either we're not permitted to use it because of his
incompatible licensing or we can't because Robin's v8.10 file is
unmaintained.

Cheers,
    Martin.
-- 
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Re: [Flightgear-devel] git

2011-09-30 Thread Martin Spott
Michael Sgier wrote:

 Martin ur a jerk.

I know  :-)

Martin.
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Re: [Flightgear-devel] git

2011-09-30 Thread Michael Sgier
Durk, I only saw now the lszh ai. How should I create such for other airports?
Martin, I've no problem releasing all on GPL but I won't go asking all 
authors for permission nor be responsibly for any violations.Anyone having all 
permissions, feel free to integrate my Suisse04 airports in fgfs.
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-09-30 Thread Martin Spott
J. Holden wrote:

 I apologize in advance considering I'm in a very complaining mood at
 the moment.

From my perspective that's ok. We've been doing experiments with
detailed land cover data and (OSM-) roads for about five years now -
the first sample was built for LinuxTax 2006 - and I know how
frustrating this swirlie effect could be.  Yet there's no solution
I'd be able to provide.
Hah, I managed to find the web page I've been searching
for weeks, Bruce did a pretty nice writeup of the problem:

http://www.cullam.com/flightgear.htm

Cheers,
Martin.
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-09-30 Thread Martin Spott
J. Holden wrote:

 PS - I only get around 3-6 FPS on this brand new laptop(!), and I'm
 finding with 2.4 simply launching fgfs --airport=KMSP
 --aircraft=ufo loads up local weather/real-time weather, which is
 terrible for a simple scenery flyover test on a poorly performing
 computer

Yup, we (Torsten any myself) noticed the same while performing a
semi-public demo last weekend.  That's quite annoying, indeed.  In
general, local_weather is supposed to be inactive by default as set in
'preferences.xml':

  
http://mapserver.flightgear.org/git/gitweb.pl?p=fgdata;a=blob;f=preferences.xml#l1249

I have not yet found out why it's still enabled at startup.

Cheers,
Martin.
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Re: [Flightgear-devel] Query about groundradar Instrument module

2011-09-30 Thread Michael Robson

Hi,

Thanks for your replies with regards to this subject.

It is all starting to make some sense now.  If I understand correctly then, the 
C++ module generates an in-memory texture that the xml files reference for 
displaying within the OSG tree.  This texture is being continually re-generated 
to provide a 'dynamic texture'!

Can I assume that this this is the standard way to generate dynamic graphical 
information on screen?

Essentially what I am looking to do is create some instruments of my own with 
some detailed generation of graphical entities that are being continually 
updated.  I am therefore assuming that a 'dynamic texture' is the way to go 
with this.  If there is another way, perhaps better, then I am open to 
suggestions!

Regards,

Robbo
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-09-30 Thread James Turner

On 30 Sep 2011, at 11:56, Martin Spott wrote:

 Hah, I managed to find the web page I've been searching
 for weeks, Bruce did a pretty nice writeup of the problem:
 
 http://www.cullam.com/flightgear.htm

A very useful description, yes!

James


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Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-09-30 Thread Stuart Buchanan
On Mon, Sep 12, 2011 at 3:55 PM, Thorsten Renk wrote:
 3) Antishading

 If you can provide the parameters of a cloud that is exhibiting the
 problem, that would be most useful.

 Okay, I've decided over the weekend that I'll make my current code
 available this week, because there's so much new stuff in which is not
 related to the transition to the new rendering system (some new textures,
 the detailed cloud-terrain interaction model, ...) that it may even be
 interesting for a 2.4 user.

(Apologies if I've missed this already) Are you planning put this into git?


 So the new routines will be off by default, but editing a simple flag in
 the code will switch them on and then you can study the problems in situ.

   4) Fading in poor visibility

 Making it a function of visibility should be the way forward. I think
 that's what the gl_Fog.density is supposed to represent, so it may simply
 be a question of modifying the function further. Perhaps it shouldn't be
 exp()?

 Okay, I'll try to come up with a function which works for that. I guess
 exp(-d/d0) is the correct parametric form, just d0 should be changed to a
 function d0(visibility-m), but I should be able to find a solution if we
 agree that this is what we want to modify.

 5) Specify top and bottom shade

 I'm thinking that we need a top, middle and bottom shade, as the current
 model shades only from the middle of the cloud downwards.

 I see - then let's do it like this.

I've got a merge request for simgear in the merge queue to add parameters
for min/max bottom/middle/top/shade flighting factors.

 Also, I remember I asked this already, but you weren't quite sure then and
 the answer you guessed turned out not to be correct: What property
 determines the speed at which a given layer drifts? It gets set correctly
 when I initialize Local Weather with constant winds, but I'm not sure if
 it gets updated when I allow interpolated winds. I've been thinking of
 doing Lenticularis clouds by simply assigning them to a different,
 unmoving layer - I think that'd be pretty cool.

I've had another look. The property is /environment/wind-speed.kt

However, the layer only gets updated when the layer height
(/environment/clouds/layer[n]/elevation-ft) is subsequently updated.

A similar thing happens with the wind direction.

-Stuart

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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-09-30 Thread Curtis Olson
All that weird stuff is quite easy to explain.  The binary .btg scenery
format uses 16 bit integers as indices for the vertex, normal, texture
coordinate lists.  At one point we were using signed 16 bit integers, but
I'm pretty sure we sneakily changed the flightgear btg loader to use
unsigned 16 bit ints.  So this changed the original limitation of a max of
32,768 vertices/texture coords/normals, etc. up to 65,535.  However, I don't
know if the terragear-cs tools ever got this fix on the scene generation
side.  So if your scenery exceeds these limits, this is exactly what you
will see.

The ultimate solution will be to expand the btg format to 3 or 4 byte
integers -- but that will again require changes in the terragear-cs tools as
well as changes in the flightgear btg loader.  Conveniently we have a
versioning system in the btg format so we can extend the format and maintain
backwards compatibility if we want.

The downside is that this index is used so much in the scenery files that
going to a larger int size will have an immediate corresponding proportional
impact on the btg sizes of all the files.

There may be other ways to tackle this problem too ... maybe the btg format
emitter could detect if the size exceeds the threshold of the current format
and output just the tiles that require the extended format in the extend
format.  (Sorry it's late friday, I hope that makes sense.) :-)

Curt.


On Fri, Sep 30, 2011 at 8:54 AM, James Turner zakal...@mac.com wrote:


 On 30 Sep 2011, at 11:56, Martin Spott wrote:

  Hah, I managed to find the web page I've been searching
  for weeks, Bruce did a pretty nice writeup of the problem:
 
  http://www.cullam.com/flightgear.htm

 A very useful description, yes!

 James



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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-09-30 Thread joacher
Am Fri, 30 Sep 2011 16:10:39 -0500
schrieb Curtis Olson curtol...@gmail.com:

 The downside is that this index is used so much in the scenery files
 that going to a larger int size will have an immediate corresponding
 proportional impact on the btg sizes of all the files.

Ten years ago 16 Bit hurt much more than 32 Bit nowadays...

And, wouldn't a compressor (tgz, bz2, ...) solve that issue, at least
for distribution (trafficwise)?







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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-09-30 Thread Curtis Olson
On Fri, Sep 30, 2011 at 4:22 PM, joac...@gmx.de wrote:

 Am Fri, 30 Sep 2011 16:10:39 -0500
 schrieb Curtis Olson curtol...@gmail.com:

  The downside is that this index is used so much in the scenery files
  that going to a larger int size will have an immediate corresponding
  proportional impact on the btg sizes of all the files.

 Ten years ago 16 Bit hurt much more than 32 Bit nowadays...

 And, wouldn't a compressor (tgz, bz2, ...) solve that issue, at least
 for distribution (trafficwise)?


That could very well be true ... and I don't think it would be a huge coding
change ... but it should be done in a way that bumps up the btg version
number and picks a new packet id so as to maintain backwards compatibility
with all the existing scenery out there.

Curt.
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