Re: [Flightgear-devel] cessna c172p cockpit (2) + ambient light level.

2011-12-19 Thread Heiko Schulz
Hello,

Hi Everybody,thank you for all your replies. I have downloaded and compiled 
2.4.0 from the website. I have cloned fgdata on my local machine. Until I 
compile 2.5.0 from git, I am cheating by using the data from 2.4.0 + symlinks 
to the c127p and Instruments-3d folders from fgdata from git. I don't know 
how evil that is, but this is only temporary. 

Between 2.5.0 and 2.4.0 is already a difference in look, especially in 
lighting. 
And comparing 2.4.0 with 1.9.1 is- well- comparing apples and oranges.
1.9.1 was using plib, 2.4.0 is using OSG and has the shader effect system. 
Skydome has massiv changed and so the lighting. 

Btw: you have heard that in just two months we will have 2.6.0?


I have a question regarding the amount of ambient light. It seems to have 
changed a lot since 1.9.1. This is particularly obvious when flying towards 
the sun. On my monitor, with a gamma close to 2.2, the panel and the 
instruments are getting hard to read. This will not be a problem with glass 
cockpits. I imagine the sky + skydome illumination model has been modified 
improve realism on the landscape. Please look at this screengrab, and click 
on the following 
one:https://picasaweb.google.com/lh/photo/T1tLqlebp0PPJRdQDXXZ8LtBKth8brfvXTX_6GVpOLg
I saw a post by Curtis Olson regarding non-illuminated sides of materials, 
but the Cessna materials ambient values don't seem 
wrong.http://sourceforge.net/mailarchive/message.php?msg_id=24093698

The ambient values are slightly off, but nothing to worry about: 
www.hoerbird.net/C172pambient.jpg

With fixed ambient values:
www.hoerbird.net/C172pambient_avf.jpg


A small hint from me which can save lifes: When developing, especially on the 
most important default aircraft, make sure that you have the latest 
Developement version aka latest GIT.
FGFS reached critical mass and the developement process is quite stunning for 
an OpenSource project. 

Cheers
Heiko

-author of the 3d-exterior and panel c172p-




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Re: [Flightgear-devel] Cessna 172p cockpit improvement

2011-12-19 Thread Martin Spott
Ron Jensen wrote:

 I just noticed the c172p.xml (FDM) in FGData doesn't match the one in JSBSim. 

What's your conclusion ?

Martin.
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[Flightgear-devel] cessna c172p cockpit (2) + ambient light level

2011-12-19 Thread Stephan Bourgeois

Hi Everybody,I am reposting this for legibility. The paragraphs were missing in 
the previous post.
Thank you for all your replies. I have downloaded and compiled 2.4.0 from the 
website. I have cloned fgdata on my local machine. Until I compile 2.5.0 from 
git, I am cheating by using the data from 2.4.0 + symlinks to the c127p and 
Instruments-3d folders from fgdata from git. I don't know how evil that is, but 
this is only temporary.
The good news is that I haven't seen any duplicate work done on the new 
cockpit. There is a new EGT instrument. I will punch a hole in the panel 
geometry for it.
I have a question regarding the amount of ambient light. It seems to have 
changed a lot since 1.9.1. This is particularly obvious when flying towards the 
sun. On my monitor, with a gamma close to 2.2, the panel and the instruments 
are getting hard to read. This will not be a problem with glass cockpits. I 
imagine the sky + skydome illumination model has been modified improve realism 
on the landscape. Please look at this screengrab, and click on the following 
one:https://picasaweb.google.com/lh/photo/T1tLqlebp0PPJRdQDXXZ8LtBKth8brfvXTX_6GVpOLg
I saw a post by Curtis Olson regarding non-illuminated sides of materials, but 
the Cessna materials ambient values don't seem 
wrong.http://sourceforge.net/mailarchive/message.php?msg_id=24093698
Please let me know your comments.ThanksStephan.

  
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2011-12-19 Thread Martin Spott
Hi Peter,

what you're describing sounds familiar.  Ralf and I had been observing
at least two characteristic types of failures:
1.) An airfield hole (or a road) cutting a landcover polygon into two
parts of which the (much) smaller one was left without centroid after
clipping.
2.) A centroid sitting in a very thin edge of a polygon which resulted
from clipping at small angles, in a so-called sliver whereas the
sliver was later removed (cleaned) from the polygon without relocating
the centroid.

For the long-term I'm in favour of doing all this polygon-processing in
GRASS because GRASS takes care of the topological consistency - at
least as long as you don't force it not to do so.  In preparation of a
talk last month I did a few pictures from experiments (in PostGIS and
GRASS) by creating a buffer around all the road lines - my experimental
OSM line feature layer on the MapServer:

  
http://mapserver.flightgear.org/map/?lon=6.5045lat=51.23036zoom=15layers=0BTTFTFF

This turns all the various road lines into one single polygon layer,
ready for clipping against the land cover:

  http://foxtrot.mgras.net/bitmap/FGFS/EDLN-OpenLayers-RoadCover.png

  which I'm then cutting out of the landcover.

  http://foxtrot.mgras.net/bitmap/FGFS/EDLN-OpenLayers-RoadCutout.png

Images had been rendered via MapServer right from the PostGIS DB and
delivered by OpenLayers.  The underlying principle is very simple,
indeed.  Anyhow I'm still impressed that all this really works as
advertized on real data  ;-)

Currently I'm (hopefully) running the last test-cycles for cleaning
polygonal land cover at large scale in GRASS.  Next step will be to
verify wether v.drape yields a result which is suitable for our
needs, thus by filling airport holes (via poly2ogr and some vertex
elevation magic) and roads into the base land cover, just few steps
remain until the stuff could be written into your favourite scenery
format.

Cheers,
Martin.
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2011-12-19 Thread Peter Sadrozinski
Hi Martin,

I saw the experimental polygons on the mapserver.  It's good to see
clipping the road against the landclass works so well.  I had played with
v.buffer before, and was going to use it as a baseline to try to retain
texture coordinates in GRASS in the same way I am for ogr-decode /
construct.  So the single road poly would still be used for clipping, but
when triangulating, I would still have individual road polys and column
data for the texture parameters.

Have you tried to triangulate the landclass in GRASS yet?  I was wondering
how well that works compared to triangleJRS.

I ran a full xdist=2, ydist=2 fgfs-construct last night with my original
idea (turns out the time consumed was caused by all the converting of point
data to use clipper - reverting to GPC brings the speed back up to the
original fgfs-construct).  To keep triangleJRS from crashing, I'm issuing
the -X flag (suppress exact arithmetic).  The author says this isn't
recommended, and may cause artifacts, I'll have to inspect it.

http://www.cs.cmu.edu/~quake/triangle.exact.html

I want to finish my fgfs-construct rework before looking into GRASS modules
again, but I was wondering if we have documentation / sourcecode on how the
OSM data was imported / converted to shapefiles on the mapserver.  I was
hoping to add a couple columns from the original XML (number of lanes /
z-order).

On Mon, Dec 19, 2011 at 7:45 AM, Martin Spott martin.sp...@mgras.netwrote:

 Hi Peter,

 what you're describing sounds familiar.  Ralf and I had been observing
 at least two characteristic types of failures:
 1.) An airfield hole (or a road) cutting a landcover polygon into two
 parts of which the (much) smaller one was left without centroid after
 clipping.
 2.) A centroid sitting in a very thin edge of a polygon which resulted
 from clipping at small angles, in a so-called sliver whereas the
 sliver was later removed (cleaned) from the polygon without relocating
 the centroid.

 For the long-term I'm in favour of doing all this polygon-processing in
 GRASS because GRASS takes care of the topological consistency - at
 least as long as you don't force it not to do so.  In preparation of a
 talk last month I did a few pictures from experiments (in PostGIS and
 GRASS) by creating a buffer around all the road lines - my experimental
 OSM line feature layer on the MapServer:


 http://mapserver.flightgear.org/map/?lon=6.5045lat=51.23036zoom=15layers=0BTTFTFF

 This turns all the various road lines into one single polygon layer,
 ready for clipping against the land cover:

  http://foxtrot.mgras.net/bitmap/FGFS/EDLN-OpenLayers-RoadCover.png

   which I'm then cutting out of the landcover.

  http://foxtrot.mgras.net/bitmap/FGFS/EDLN-OpenLayers-RoadCutout.png

 Images had been rendered via MapServer right from the PostGIS DB and
 delivered by OpenLayers.  The underlying principle is very simple,
 indeed.  Anyhow I'm still impressed that all this really works as
 advertized on real data  ;-)

 Currently I'm (hopefully) running the last test-cycles for cleaning
 polygonal land cover at large scale in GRASS.  Next step will be to
 verify wether v.drape yields a result which is suitable for our
 needs, thus by filling airport holes (via poly2ogr and some vertex
 elevation magic) and roads into the base land cover, just few steps
 remain until the stuff could be written into your favourite scenery
 format.

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


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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2011-12-19 Thread Martin Spott
Hi Peter,

Peter Sadrozinski wrote:

 Have you tried to triangulate the landclass in GRASS yet?  I was wondering
 how well that works compared to triangleJRS.

I have to admit that I never did that myself.
At one of our meetings maybe more than two years ago Ralf presented to
me what later ended up as v.contri GRASS module in terragear-cs. 
It is supposed to be an adaption of exactly the same triangulation as
in fgfs-construct.  He was able to prove successful triangulation of
a slightly complex airfield layout (something like EDDK), thus we may
assume that it's functional at least in general, but I think he never
threw large maps at it.

 http://www.cs.cmu.edu/~quake/triangle.exact.html

  from a certain perspective, this looks like opening yet another
can of worms  ;-)

 I want to finish my fgfs-construct rework before looking into GRASS modules
 again, but I was wondering if we have documentation / sourcecode on how the
 OSM data was imported / converted to shapefiles on the mapserver.

I've been using osm2pgsql for years for importing The Planet Dump
into PostGIS and so far I'm quite satisfied.  After the bare import I'm
using a custom script to separate the various road types into distinct
tables/layers, something like:

landcover= SELECT osm_id, access, admin_level, z_order, way_area, wkb_geometry
landcover- INTO osm_motorway
landcover- FROM planet_osm_line
landcover- WHERE highway LIKE 'motorway%'
landcover- AND ST_GeometryType(wkb_geometry) LIKE 'ST_LineString';


That way I don't have to query the entire planet_osm_line if the user
selects a large scale which doesn't include all the residential roads.
I'd certainly extend this to SELECT * [...] if required  ;-)

Well, and for the Scenery building I'm just using this script - see
the bottom for ${ROAD_TYPE} = OSM:

  
http://mapserver.flightgear.org/git/gitweb.pl?p=terragear-cs;a=blob;f=src/Prep/OGRDecode/process.sh

No Shapefiles at work here.

Cheers,
Martin.
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[Flightgear-devel] New Minneapolis Scenery

2011-12-19 Thread J. Holden
Hello everyone,

I've released a new version of Minneapolis scenery: 
http://www.stattosoftware.com/flightgear/minneapolis.zip

I cannot make this scenery load in version 2.4, probably because it hopefully 
fixes the nasty 'swirlies' problem. 

If anyone gets this scenery to work, and it actually compiled successfully, 
please let me know.

Cheers
John

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Re: [Flightgear-devel] New Minneapolis Scenery

2011-12-19 Thread Curtis Olson
Hi John,

This is my area of the world so I thought I'd jump in and comment -- took
off from KANE and once I got airborne, I could really see the difference
from the default scenery.  There were some odd concrete areas around the
airport that looked like they should have probably been swamp or pond or
something, but away from the airport I didn't notice any more of those.

I instantly recognized Hwy 10 to the south of the airport and 35W to the
east.  I was disappointed that these were the only roads included -- a few
of the smaller (but still major) roads would be a nice addition.  You have
all the cloverleaf's and on/off ramps from the major freeways, but then
they don't go anywhere.

You have the lake that is near my house so I was able to fly right over the
lake and then spot about where my house would be -- and you had the swampy
area behind my neighborhood so that's all pretty cool.

I noticed there were more churches than just about anything else in terms
of random objects.  I wasn't sure, but if these are Lutheran churches, then
it's probably about the right density for around here. :-)

All in all, pretty cool -- I can fly all over the area and figure out
exactly where I'm at.  Next maybe I'll overfly my RC club field and waggle
my wings at those land lubber pilot wannabe's with their toy airplanes. :-)

Curt.


On Mon, Dec 19, 2011 at 4:44 PM, J. Holden stattosoftw...@yahoo.com wrote:

 Hello everyone,

 I've released a new version of Minneapolis scenery:
 http://www.stattosoftware.com/flightgear/minneapolis.zip

 I cannot make this scenery load in version 2.4, probably because it
 hopefully fixes the nasty 'swirlies' problem.

 If anyone gets this scenery to work, and it actually compiled
 successfully, please let me know.

 Cheers
 John


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