Re: [Flightgear-devel] New experimental mapserver

2011-09-11 Thread Ron Jensen
On Friday 09 September 2011 11:33:17 Curtis Olson wrote:
 Hi Yves,

 The general approach that genapts uses this.

...
 We get to pick the order we process the airport surface objects, so we pick
 the runways first, and probably the biggest runways before the smaller
 runways.  Then the bigger taxiways before the littler taxiways, etc.
  Biggest/most important to smallest, least important.
...

 This is actually incorrect handling. Taxiways should be processed in order 
they appear in the 8.10 data file. I believe it has been fixed in 
Terragear-cs to behave this way. A heuristic approach based on size prevents 
an airport artist from using the taxidraw ordering feature from hinting at 
the correct orientation. You don't always want the longest taxiway on top.

Ron

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Re: [Flightgear-devel] New experimental mapserver

2011-09-10 Thread HB-GRAL
Am 09.09.11 22:56, schrieb Frederic Bouvier:
 I hope you all remember that there is already a 8.50 parser inside fg and 
 code to display airports in the MFD (with Bezier curves).

 Regards,
 -Fred


Does this parser handle both types, 8.10 and 8.50 format ? As I 
understand 8.50 is only intermediate and contains a lot of old 
features without beziers.

One problem remains here for me at the moment, to display the beziers 
or curved polygons on my exeperimental map, I may need an improved 
apt.dat importer/parser once.

I am really impressed about all the work already done in the whole 
airport and scenery area, the original one in the terragear toolchain, 
now the work coming up by Peter (and all the work I could not point out 
here, I am sure I miss some stuff due the lack of my developing experience).

Cheers, Yves




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Re: [Flightgear-devel] New experimental mapserver

2011-09-10 Thread Curtis Olson
On Fri, Sep 9, 2011 at 2:49 PM, HB-GRAL wrote:
Hi Curt


 Thank you very much taking time for this.

 Now this is very interesting, a curved surface with a natural looking
 slope and correct hills. Can you point me to an example for this ? I
 guess my current examples like KSFO and EHAM etc. do only provide really
 flat areas. I did not see any small hills and valleys in FlightGear
 unless I saw the some artificial shaders from Frederic Bouvier


Hi Yves, every airport is an example of this, but maybe hills and valleys
is a bad description on my part. What it amounts to is that airports try to
be as flat as possible, but even flat areas aren't often as flat as we might
first think.  Go to any detailed airport chart and look at the runway
elevations for the ends of each runway.

Another way to think about this is that if you make all the airports
completely flat, you will have to deal with cliffs around the edges ...
either the airport is sunk down at some parts, and raised up in others
relative to the surrounding terrain.

Albuquerque, NM is one of the worst offenders I found.  You can't fit a
flattened airport into the surrounding terrain without the result looking
awful.

One solution would be to adjust the terrain to blend in with the airport and
that would be an ok thing to do. But the problem is that I like to torment
myself.  Here is approximately what I came up with.

1. Sample the raw terrain elevation across a regular grid that covers the
area of the airport.

2. I pick a 3d function that is sufficiently curvy so that it can flex
enough to reasonably match the terrain surface, but stiff enough so that it
doesn't have all kinds of crazy ups and downs.  Then I do a least squares
fit of this function to the data.  For example, let's say my function is z =
a*x^2 + b*y^2 + c*x*y + d*x + e*y + f.  Then the least squares fit would
pick the best coefficients: a, b, c, d, e,  f to fit this function
through the sampled terrain data.  Very much like a best fit of a line
through x, y data except extended to 3d with a bit more complicated
function.

3. Now that I have the coefficients for this function, I can use this
function to adjust the elevations of everything on the airport surface.

The cool thing is that now when you look at an airport built on crazy
terrain with maybe a valley falling away between two runways on one side,
the edges all around the airport match up reasonably well with the
surrounding terrain.

I won't say this is perfect in all areas ... some areas have stray data
points or noise in the terrain data that confuses things.  There's always a
chance of a mismatch between airport location terrain location so that we
are trying to put the airport on not quite the right underlying terrain.  My
thoughts for future extensions of this code would be to allow for creating
specific tuning parameters for airports that didn't behave well with the
default parameters.


 Hm, indeed, for the moment I was only looking to the two dimensional
 triangles and saw that genapts (or terragear) is calculating some small
 areas and probably unnecessary triangles like here at KSFO
 http://maptest.fgx.ch/screens/wired.png

 There are also a lot of duplicate items, or it looks like in the
 wire-frame view, but maybe this items are just very close to each other ...


Very likely this is a result of items very close to each other ...
especially if the airport designer placed or sized anything visually.

One huge problem you run into over and over and over and over again in
terragear/genapts work is numerical precision.  Things just get weird when
you get a gap between polygons that is about the size of one bit difference
between two double floating point values.  Logically correct polygon
manipulation code can blow up due to small numerical problems.  And when you
throw real world data (and the whole world) at your code, you *will* find
every possible way that numerical issues can blow up your code.

Anyway, how do you get the natural curved surface without height data


Well it's terragear so we have all the processed srtm heigh data already
available to just use.


 ? How are you interpolating between points ? I will try to understand
 this. Of course, I should not be that lazy and should have a look to the
 genapts or terragear code instead, right ;-)


Once we do the least squares fit of our function, then we can look up a z
value for any x, y point within our airport area.


 Generally I see that I miss some points here with airport generation and
 it is very different from generating shapes for a map.


Hope that helps clarify a bit.

Curt
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Re: [Flightgear-devel] New experimental mapserver

2011-09-10 Thread Christian Schmitt
Curtis Olson wrote:

 I won't say this is perfect in all areas ... some areas have stray data
 points or noise in the terrain data that confuses things.  There's always
 a chance of a mismatch between airport location terrain location so that
 we
 are trying to put the airport on not quite the right underlying terrain. 
 My thoughts for future extensions of this code would be to allow for
 creating specific tuning parameters for airports that didn't behave well
 with the default parameters.

An nice example where a high slope leads to bad results would be LFLJ, 
however, it is possible in such cases to use the --max-slope option in 
genapts.

Chris

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Re: [Flightgear-devel] New experimental mapserver

2011-09-10 Thread HB-GRAL
Am 10.09.11 14:47, schrieb Christian Schmitt:
 Curtis Olson wrote:

 I won't say this is perfect in all areas ... some areas have stray data
 points or noise in the terrain data that confuses things.  There's always
 a chance of a mismatch between airport location terrain location so that
 we
 are trying to put the airport on not quite the right underlying terrain.
 My thoughts for future extensions of this code would be to allow for
 creating specific tuning parameters for airports that didn't behave well
 with the default parameters.

 An nice example where a high slope leads to bad results would be LFLJ,
 however, it is possible in such cases to use the --max-slope option in
 genapts.

 Chris


After an import of apt.dat for a taxiway area of 10 x 10 degrees I get 
about 60'000 of areas (or holes) smaller than 1x1 meter. Ok, you can 
say this is reality by accident, because no artificial surface can be 
calculated perfectly, and this faults makes it more sexy then everything 
else. But ... unfortunately, you wont see it at all.

Now, cleaning the 2d polygons by grass with common tools like rmarea 
reduce the imported data about 50 percent. Just for illustration, here 
is an examples of a (probably) visually edited taxiway with taxidraw:
http://maptest.fgx.ch/screens/taxidraw.png

I am sure that this very small hole you see here will produce a lot of 
lag. My personal conclusion here is I really do not fear when we get 
more points soon emulating curves. When this small areas and holes 
disappear, we will probably get a lot of resources back.

Personally I think we should stop people using taxidraw for taxiway 
editing, at least for patching lines together to get polygons.

Cheers, Yves




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Re: [Flightgear-devel] New experimental mapserver

2011-09-10 Thread Viktor Radnai
Hi all,

If you are looking for airports with extreme runway slope for testing, 
may I suggest Lukla, Nepal (VNLK). If that one comes out looking right, 
I'd say you've got the code sorted :)

Cheers,
Vik


On 09/10/2011 02:47 PM, Christian Schmitt wrote:
 Curtis Olson wrote:

 I won't say this is perfect in all areas ... some areas have stray data
 points or noise in the terrain data that confuses things.  There's always
 a chance of a mismatch between airport location terrain location so that
 we
 are trying to put the airport on not quite the right underlying terrain.
 My thoughts for future extensions of this code would be to allow for
 creating specific tuning parameters for airports that didn't behave well
 with the default parameters.

 An nice example where a high slope leads to bad results would be LFLJ,
 however, it is possible in such cases to use the --max-slope option in
 genapts.

 Chris

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Re: [Flightgear-devel] New experimental mapserver

2011-09-10 Thread HB-GRAL
Am 10.09.11 21:56, schrieb Viktor Radnai:
 Hi all,

 If you are looking for airports with extreme runway slope for testing,
 may I suggest Lukla, Nepal (VNLK). If that one comes out looking right,
 I'd say you've got the code sorted :)

 Cheers,
 Vik


Lukla is just boring ;-) Other suggestions ?

Cheers, Yves

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Re: [Flightgear-devel] New experimental mapserver

2011-09-10 Thread Peter Sadrozinski
I was also directed to the ogr2ogr converter.  The problem I had with both
parsers so far, is the final output is too high level.  I need the
individual nodes and control points so I can create other useful structures.
 My initial parser keeps all of the information from the original file.

For example, when adding the line data, I want to create polys offset from
the contour edges (inside the poly for outer boundary and holes).  I also
want to offset the lights ( outside of the boundaries and holes).

I am also calculating the convex hull for each poly so calculating the
airport base, and the airport clearing becomes much easier, as I don't need
to worry about the resulting polys becoming complex.  This is a lot quicker
before converting the curves to line segments.

Pete

On Fri, Sep 9, 2011 at 4:56 PM, Frederic Bouvier fredfgf...@free.fr wrote:

 I hope you all remember that there is already a 8.50 parser inside fg and
 code to display airports in the MFD (with Bezier curves).

 Regards,
 -Fred

 --

 I've been using KATL to develop a 8.50 genapt parser for terragear.  It
 has noticeable sloping in the runways (when you get close to the ground with
 the UFO).  I would also like a 'worst case' location to test glPolygonOffset
 once I get that far.

 You can see some progress here:

 http://flightgear.org/forums/viewtopic.php?f=5t=13240

 The last post was incorrect, I haven't run into the 64k ushort issue yet -
 it's just that the poly base that Curt refers to isn't generated correctly
 for the pavement polys yet.

 I plan on fixing that this weekend.


 On Fri, Sep 9, 2011 at 3:49 PM, HB-GRAL flightg...@sablonier.ch wrote:

 Am 09.09.11 19:33, schrieb Curtis Olson:
  In addition, there is a fairly sophisticated (and I think cool) step
 where
  we fit a natural curved surface across the airport elevation and used
 the
  curved surface instead of raw SRTM points.  This eliminates the noise
 in
  the raw data and gives the airport surface a natural looking slope and
  correct hills and valleys (in most cases.)

 Hi Curt

 Thank you very much taking time for this.

 Now this is very interesting, a curved surface with a natural looking
 slope and correct hills. Can you point me to an example for this ? I
 guess my current examples like KSFO and EHAM etc. do only provide really
 flat areas. I did not see any small hills and valleys in FlightGear
 unless I saw the some artificial shaders from Frederic Bouvier

 Hm, indeed, for the moment I was only looking to the two dimensional
 triangles and saw that genapts (or terragear) is calculating some small
 areas and probably unnecessary triangles like here at KSFO
 http://maptest.fgx.ch/screens/wired.png

 There are also a lot of duplicate items, or it looks like in the
 wire-frame view, but maybe this items are just very close to each other
 ...

 Anyway, how do you get the natural curved surface without height data
 ? How are you interpolating between points ? I will try to understand
 this. Of course, I should not be that lazy and should have a look to the
 genapts or terragear code instead, right ;-)

 Generally I see that I miss some points here with airport generation and
 it is very different from generating shapes for a map.

 Cheers, Yves


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Re: [Flightgear-devel] New experimental mapserver

2011-09-09 Thread HB-GRAL
Am 24.08.11 17:51, schrieb Gijs de Rooy:

 Btw, is the taxiway layer not yet implemented, or is that another broken 
 thing? 


The taxiways were broken because I first needed a way to handle the 
current 810 taxiway patchwork shapetry ...
http://maptest.fgx.ch/screens/taxidraw.png

I converted such taxiway shapes with 300 overlapping polygons and 1200 
small holes per airport to one single polygon here, and this is the 
result now on the map, i.e. EHAM:
http://maptest.fgx.ch/screens/eham.png

For now I hope that with this cleaning I do not miss some parts, i.e. 
where the patchwork produced completely invalid geometry, kicked away by 
grass etc.

The ILS centerlines with valid ranges I started to calculate with a 
new library very useful for such things, just to add as a note:
http://geographiclib.sourceforge.net/html/other.html#python

Now I wrote some lazy python scripts to take lat/lon/range/heading from 
our current data to write a postgis sql dump, which gives me a valid 
table with all the ILS centerlines over the world, as line geometry for 
the map. An inconvenient way probably, but it works well ;-)

Cheers, Yves

PS. I am really curious how genapts calculate the taxiway patchworks 
and how fgfs deal with all this points. I must confess I am too lazy to 
dive into that. I am looking for an expermental way how I can create 
airport scenery without this 
cover-an-area-with-a-number-of-different-lines. Might be ok for 
runways, but for the airport area/taxiways ... ? Maybe I miss some points.

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Re: [Flightgear-devel] New experimental mapserver

2011-09-09 Thread Curtis Olson
Hi Yves,

The general approach that genapts uses this.

Start with a simple square polygon representing the airport area.  As we
proceed and add shapes to the airport, they are subtracted from this initial
polygon.  Also start with an empty polygon representing the airport shapes.
 As we proceed, objects are added to this polygon.

Then we iterate through all the runways and taxiways for the airport.  For
each 8.10 taxiway we draw the corresponding box.  We intersect that box
with the accumulated shape polygon, so we can only cover areas that haven't
been covered already.  Then we add this intersected shape to the airport
shape polygon and subtract it from the enclosing polygon.

We get to pick the order we process the airport surface objects, so we pick
the runways first, and probably the biggest runways before the smaller
runways.  Then the bigger taxiways before the littler taxiways, etc.
 Biggest/most important to smallest, least important.

In the end we have a jigsaw puzzle of all the individual shapes (so we can
texture them properly individually) as well as a master surrounding polygon
with holes cut out for all the shapes, plus a master polygon of all the
shapes.  Then in the end we can cover the whole area perfectly with no
overlaps and no seams.

In addition, there is a fairly sophisticated (and I think cool) step where
we fit a natural curved surface across the airport elevation and used the
curved surface instead of raw SRTM points.  This eliminates the noise in
the raw data and gives the airport surface a natural looking slope and
correct hills and valleys (in most cases.)

After that we generate all the light points and adjust their height based on
the fitted curved surface.

I think this approach could be updated for the 8.5 format by just generating
different polygon shapes instead of the older collection of rectangles.

The down side to the current approach is that it's hard to add markings over
the surface.  Without getting into all the technical details, if you cut in
the markings into the surface structure you end up with an incredibly
complex shape with an incredible number of triangles.  Bad for load speeds
and rendering speeds.  If you lay the runway / taxiway markings and skid
marks over the top  of the base surface, then you have a lot of issues with
z-buffer fighting and other odd graphics artifacts.  Because our runway
surface is curved/sloped we just use a simple draw order trick like other
sims might use.

But maybe in the past few years people have developed better tricks and
techniques for handling this difficult problem of adding complex / arbitrary
markings to a surface in a way that looks good mostly edge on (when landing
or taxiing) and doesn't blow up your polygon count or encounter z-buffer
problems, or require odd hacks of lifting the markings high enough above the
runway that you can start to see that they are actually floating and not
attached.

Regards,

Curt.



On Fri, Sep 9, 2011 at 7:45 AM, HB-GRAL wrote:

 Am 24.08.11 17:51, schrieb Gijs de Rooy:

  Btw, is the taxiway layer not yet implemented, or is that another
 broken thing?
 

 The taxiways were broken because I first needed a way to handle the
 current 810 taxiway patchwork shapetry ...
 http://maptest.fgx.ch/screens/taxidraw.png

 I converted such taxiway shapes with 300 overlapping polygons and 1200
 small holes per airport to one single polygon here, and this is the
 result now on the map, i.e. EHAM:
 http://maptest.fgx.ch/screens/eham.png

 For now I hope that with this cleaning I do not miss some parts, i.e.
 where the patchwork produced completely invalid geometry, kicked away by
 grass etc.

 The ILS centerlines with valid ranges I started to calculate with a
 new library very useful for such things, just to add as a note:
 http://geographiclib.sourceforge.net/html/other.html#python

 Now I wrote some lazy python scripts to take lat/lon/range/heading from
 our current data to write a postgis sql dump, which gives me a valid
 table with all the ILS centerlines over the world, as line geometry for
 the map. An inconvenient way probably, but it works well ;-)

 Cheers, Yves

 PS. I am really curious how genapts calculate the taxiway patchworks
 and how fgfs deal with all this points. I must confess I am too lazy to
 dive into that. I am looking for an expermental way how I can create
 airport scenery without this
 cover-an-area-with-a-number-of-different-lines. Might be ok for
 runways, but for the airport area/taxiways ... ? Maybe I miss some points.


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 Osterman Research conducted this study that outlines how and why cloud
 computing security and archiving is rapidly being adopted across the IT
 space for its ease of implementation, lower cost, and increased
 reliability. Learn more. http://www.accelacomm.com/jaw/sfnl/114/51425301/
 

Re: [Flightgear-devel] New experimental mapserver

2011-09-09 Thread HB-GRAL
Am 09.09.11 19:33, schrieb Curtis Olson:
 In addition, there is a fairly sophisticated (and I think cool) step where
 we fit a natural curved surface across the airport elevation and used the
 curved surface instead of raw SRTM points.  This eliminates the noise in
 the raw data and gives the airport surface a natural looking slope and
 correct hills and valleys (in most cases.)

Hi Curt

Thank you very much taking time for this.

Now this is very interesting, a curved surface with a natural looking 
slope and correct hills. Can you point me to an example for this ? I 
guess my current examples like KSFO and EHAM etc. do only provide really 
flat areas. I did not see any small hills and valleys in FlightGear 
unless I saw the some artificial shaders from Frederic Bouvier

Hm, indeed, for the moment I was only looking to the two dimensional 
triangles and saw that genapts (or terragear) is calculating some small 
areas and probably unnecessary triangles like here at KSFO
http://maptest.fgx.ch/screens/wired.png

There are also a lot of duplicate items, or it looks like in the 
wire-frame view, but maybe this items are just very close to each other ...

Anyway, how do you get the natural curved surface without height data 
? How are you interpolating between points ? I will try to understand 
this. Of course, I should not be that lazy and should have a look to the 
genapts or terragear code instead, right ;-)

Generally I see that I miss some points here with airport generation and 
it is very different from generating shapes for a map.

Cheers, Yves

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Re: [Flightgear-devel] New experimental mapserver

2011-09-09 Thread Peter Sadrozinski
I've been using KATL to develop a 8.50 genapt parser for terragear.  It
has noticeable sloping in the runways (when you get close to the ground with
the UFO).  I would also like a 'worst case' location to test glPolygonOffset
once I get that far.

You can see some progress here:

http://flightgear.org/forums/viewtopic.php?f=5t=13240

The last post was incorrect, I haven't run into the 64k ushort issue yet -
it's just that the poly base that Curt refers to isn't generated correctly
for the pavement polys yet.

I plan on fixing that this weekend.


On Fri, Sep 9, 2011 at 3:49 PM, HB-GRAL flightg...@sablonier.ch wrote:

 Am 09.09.11 19:33, schrieb Curtis Olson:
  In addition, there is a fairly sophisticated (and I think cool) step
 where
  we fit a natural curved surface across the airport elevation and used the
  curved surface instead of raw SRTM points.  This eliminates the noise
 in
  the raw data and gives the airport surface a natural looking slope and
  correct hills and valleys (in most cases.)

 Hi Curt

 Thank you very much taking time for this.

 Now this is very interesting, a curved surface with a natural looking
 slope and correct hills. Can you point me to an example for this ? I
 guess my current examples like KSFO and EHAM etc. do only provide really
 flat areas. I did not see any small hills and valleys in FlightGear
 unless I saw the some artificial shaders from Frederic Bouvier

 Hm, indeed, for the moment I was only looking to the two dimensional
 triangles and saw that genapts (or terragear) is calculating some small
 areas and probably unnecessary triangles like here at KSFO
 http://maptest.fgx.ch/screens/wired.png

 There are also a lot of duplicate items, or it looks like in the
 wire-frame view, but maybe this items are just very close to each other ...

 Anyway, how do you get the natural curved surface without height data
 ? How are you interpolating between points ? I will try to understand
 this. Of course, I should not be that lazy and should have a look to the
 genapts or terragear code instead, right ;-)

 Generally I see that I miss some points here with airport generation and
 it is very different from generating shapes for a map.

 Cheers, Yves


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 Osterman Research conducted this study that outlines how and why cloud
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Re: [Flightgear-devel] New experimental mapserver

2011-09-09 Thread Frederic Bouvier
I hope you all remember that there is already a 8.50 parser inside fg and code 
to display airports in the MFD (with Bezier curves). 

Regards, 
-Fred 

- Mail original -

 I've been using KATL to develop a 8.50 genapt parser for terragear.
 It has noticeable sloping in the runways (when you get close to the
 ground with the UFO). I would also like a 'worst case' location to
 test glPolygonOffset once I get that far.

 You can see some progress here:

 http://flightgear.org/forums/viewtopic.php?f=5t=13240

 The last post was incorrect, I haven't run into the 64k ushort issue
 yet - it's just that the poly base that Curt refers to isn't
 generated correctly for the pavement polys yet.

 I plan on fixing that this weekend.

 On Fri, Sep 9, 2011 at 3:49 PM, HB-GRAL  flightg...@sablonier.ch 
 wrote:

  Am 09.09.11 19:33, schrieb Curtis Olson:
 

   In addition, there is a fairly sophisticated (and I think cool)
   step where
 
   we fit a natural curved surface across the airport elevation and
   used the
 
   curved surface instead of raw SRTM points. This eliminates the
   noise in
 
   the raw data and gives the airport surface a natural looking
   slope
   and
 
   correct hills and valleys (in most cases.)
 

  Hi Curt
 

  Thank you very much taking time for this.
 

  Now this is very interesting, a curved surface with a natural
  looking
 
  slope and correct hills. Can you point me to an example for this ?
  I
 
  guess my current examples like KSFO and EHAM etc. do only provide
  really
 
  flat areas. I did not see any small hills and valleys in FlightGear
 
  unless I saw the some artificial shaders from Frederic Bouvier
 

  Hm, indeed, for the moment I was only looking to the two
  dimensional
 
  triangles and saw that genapts (or terragear) is calculating some
  small
 
  areas and probably unnecessary triangles like here at KSFO
 
  http://maptest.fgx.ch/screens/wired.png
 

  There are also a lot of duplicate items, or it looks like in the
 
  wire-frame view, but maybe this items are just very close to each
  other ...
 

  Anyway, how do you get the natural curved surface without height
  data
 
  ? How are you interpolating between points ? I will try to
  understand
 
  this. Of course, I should not be that lazy and should have a look
  to
  the
 
  genapts or terragear code instead, right ;-)
 

  Generally I see that I miss some points here with airport
  generation
  and
 
  it is very different from generating shapes for a map.
 

  Cheers, Yves
 

  --
 
  Why Cloud-Based Security and Archiving Make Sense
 
  Osterman Research conducted this study that outlines how and why
  cloud
 
  computing security and archiving is rapidly being adopted across
  the
  IT
 
  space for its ease of implementation, lower cost, and increased
 
  reliability. Learn more.
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 cloud
 computing security and archiving is rapidly being adopted across the
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[Flightgear-devel] New experimental mapserver

2011-08-24 Thread HB-GRAL
Hi all

I created a new experimental mapnik mapserver. It is based on 
mapnik/ogcserver/tilecache/postgis/postgres. For testing purposes I 
pushed 850 aeronautical data from Robin Peel into the database and 
render some example queries. The database knows the whole world, the 
example is restricted to a bounding box for testing purposes (8/40/11/44).

When all goes fine I can show another experimental example soon with 
recent FlightGear data, via the official FlightGear mapserver. The code 
of this project goes free and open source to the FGx repo (while the 
data of the current example is restricted to non-commercial use).

Any comments, suggestions and ideas, contribution welcome !

http://maptest.fgx.ch

Cheers, Yves

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Re: [Flightgear-devel] New experimental mapserver

2011-08-24 Thread Gijs de Rooy

Hi Yves,  I created a new experimental mapnik mapserver.  looks nice! One 
little thing though, it doesn't work on IE9 (see errors below).
Firefox works fine... ;)
GijsMozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.0; Trident/5.0; SLCC1; 
.NET CLR 2.0.50727; Media Center PC 5.0; InfoPath.2; .NET CLR 1.1.4322; .NET 
CLR 3.5.30729; .NET4.0C; .NET4.0E; .NET CLR 3.0.30729; AskTB5.6)
Wed, 24 Aug 2011 10:24:40 UTC
Bericht: Id, tekenreeks of getal wordt verwacht
Regel: 60
Teken: 6
Code: 0
URI: http://maptest.fgx.ch/
Bericht: De waarde van de eigenschap init null of niet gedefinieerd en geen 
functieobject
Regel: 244
Teken: 1
Code: 0
URI: http://maptest.fgx.ch/ 
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Re: [Flightgear-devel] New experimental mapserver

2011-08-24 Thread Gijs de Rooy


 Yves:
 I guess you are joking sending me localized IE javascript reports ;-) 

Oops, didn't notice that :P

 but thanks anyway ! I tried to fix it in the openlayers script, please 
 try again (with IE9).

Yeah, works now! Well done!

Btw, is the taxiway layer not yet implemented, or is that another broken 
thing? --
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