Re: [Flightgear-devel] two scenery ideas

2006-01-27 Thread Martin Spott
Mark wrote:

> As far as I see it, the manual alteration of the city textures should be
> kept as an option.
> By default the use of the regional textures makes more sence, since
> modifying every town would be just too time consuming.
> Using the poligons as a virtual marker for the regions sounds good.
> This way the regions can be defined much better as based on coordinates.
> The question is, how difficult it would be to detect in which region you
> are then.

My idea is to provide a set of irregular tiles (polygons) that cover
the earth and where every polygon has a certain region type attached to
it. We should have no more than a dozend different region types but
every region type can have multiple occurrences. This way we probably
divide the Earth into two or three dozend tiles.
Every region type has a well-defined short-name and we could then
divide our the textures into Base Package subdirectories of these
names. It should be easy to let FlightGear look up the name of the
region type that's currently underneath the aircraft's position as we
know the location of the aircraft as well as the corners and the type
of the underlying polygon (this is sort of a simple spatial query).
If a texture subdirectory that corresponds to the current region type
does not exists, default textures are being applied. Additional
textures do not necessarily be part of the base package, they could be
contained in some add-on package.

> So to sum it up - we already have people with textures and willing to
> create new ones and populate 'the world' with them.
> But so far we lack the ability to use them, since the landcovertypes are
> not used by terragear at the moment, the PostGIS-DB isn't used by
> terragear for scenery-generation yet and the regions aren't defined yet.

Using different textures for different regions does not necessarily
depend on the Landcover DB. Although it would make much sense to
maintain the regions in the Landcover DB, the main part is putting
textures in subdirectories and allow FlightGear to select one based
upon external criteria (polygon definition, maybe provided by a shape
file  :-)

Cheers,
Martin.
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Re: [Flightgear-devel] two scenery ideas

2006-01-27 Thread Mark
> Until you hear those texture where created by someone from Europe.

Hmm, not really. Actually the city textures, like builtup.rgb and
resgrid.rgb, are probably taken from satellite images of some US
resident area. At least it looks like this :-)

As far as I see it, the manual alteration of the city textures should be
kept as an option.
By default the use of the regional textures makes more sence, since
modifying every town would be just too time consuming.
Using the poligons as a virtual marker for the regions sounds good.
This way the regions can be defined much better as based on coordinates.
The question is, how difficult it would be to detect in which region you
are then.

Ultimately, the according textures might be packaged with the
scenery-tiles. This way, if we would have many MBs of
regional textures, you only would have to download the textures you need.
Well - just an idea, don't know if that would be technically possible.

So to sum it up - we already have people with textures and willing to
create new ones and populate 'the world' with them.
But so far we lack the ability to use them, since the landcovertypes are
not used by terragear at the moment, the PostGIS-DB isn't used by
terragear for scenery-generation yet and the regions aren't defined yet.

Or am I mistaken?

Mark



Martin Spott wrote:

>Jon Stockill wrote:
>
>  
>
>>We have a more european city texture already - just no way of using it 
>>on anything but a global scale
>>
>>
>
>Obviously there are different ways to employ different city/whatever
>textures. One way would be to manually re-adjust all cities over the
>world and assign the appropriate textures to them.
>We actually _can_ do this with the Landcover DB but this is very time
>consuming and I don't think it will lead to the desired result. On the
>other hand somebody could define different continents/regions for different
>textures (think of: North America, South America, Central Europe, East
>Euurope, Middle Asia .) and let FlightGear apply the appropriate
>texture based on the current location.
>
>We could define some polygons that surround a well-defined region and
>then prepend some identifier to the texture name that matches the
>according region.
>
>Cheers,
>   Martin.
>  
>


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Re: [Flightgear-devel] two scenery ideas

2006-01-27 Thread Martin Spott
Jon Stockill wrote:

> We have a more european city texture already - just no way of using it 
> on anything but a global scale

Obviously there are different ways to employ different city/whatever
textures. One way would be to manually re-adjust all cities over the
world and assign the appropriate textures to them.
We actually _can_ do this with the Landcover DB but this is very time
consuming and I don't think it will lead to the desired result. On the
other hand somebody could define different continents/regions for different
textures (think of: North America, South America, Central Europe, East
Euurope, Middle Asia .) and let FlightGear apply the appropriate
texture based on the current location.

We could define some polygons that surround a well-defined region and
then prepend some identifier to the texture name that matches the
according region.

Cheers,
Martin.
-- 
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Re: [Flightgear-devel] two scenery ideas

2006-01-26 Thread Josh Babcock
Jon Stockill wrote:
> Mark wrote:
> 
>> Since there is already a PostGIS database for custom scenery
>> contribution in work, I assume this maybe could be added to that
>> database?
>>
>> I agree that localized textures would be a big improvement. The city
>> textures look good for locations in the states, but not realistic for
>> Europe.
>> But I can't see why we shouldn't use more of the landcover types anyway
>> if we would have suitable textures.
>> This would add to more diversity.
> 
> 
> We have a more european city texture already - just no way of using it
> on anything but a global scale - allocating some of the spare land use
> types to the textures we already have would be a good first step.
> 
> Jon
> 
Yes. Again, myself and others are willing to make the textures provided
that someone involved with the scenery builds can assure us that our
time will be well spent. In other words, we need to know what the
scenery maintainers want.

Josh


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Re: [Flightgear-devel] two scenery ideas

2006-01-26 Thread Jon Stockill

Mark wrote:

Since there is already a PostGIS database for custom scenery
contribution in work, I assume this maybe could be added to that database?

I agree that localized textures would be a big improvement. The city
textures look good for locations in the states, but not realistic for
Europe.
But I can't see why we shouldn't use more of the landcover types anyway
if we would have suitable textures.
This would add to more diversity.


We have a more european city texture already - just no way of using it 
on anything but a global scale - allocating some of the spare land use 
types to the textures we already have would be a good first step.


Jon


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Re: [Flightgear-devel] two scenery ideas

2006-01-26 Thread Erik Hofman

Mark wrote:

I agree that localized textures would be a big improvement. The city
textures look good for locations in the states, but not realistic for
Europe.


Until you hear those texture where created by someone from Europe.

Erik

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Re: [Flightgear-devel] two scenery ideas

2006-01-26 Thread Mark
Since there is already a PostGIS database for custom scenery
contribution in work, I assume this maybe could be added to that database?

I agree that localized textures would be a big improvement. The city
textures look good for locations in the states, but not realistic for
Europe.
But I can't see why we shouldn't use more of the landcover types anyway
if we would have suitable textures.
This would add to more diversity.

Mark


Josh Babcock wrote:

>Paul Surgeon wrote:
>  
>
>>On Wednesday 25 January 2006 21:44, flightgear wrote:
>>
>>
>>
>>>I noticed this, too , since the landcover data actually has a large
>>>amount of landcovertypes that are currently ignored.
>>>So my question is: If somebody would brew up some new textures for these
>>>types, is there any reason for not using them?
>>>  
>>>
>>
>>The problem is that the land cover types don't contain enough info to figure 
>>out exactly what type of textures should be used.
>>Yes, we know that we need to display grass, trees, water, etc. but these 
>>types 
>>of textures need to be regional and not global like they currently are.
>>
>>Grass or tree cover in the California doesn't look anything like it does in 
>>Germany. Crops in the USA look very different from those in the UK.
>>European cities look vastly different from cities outside of Europe.
>>
>>I did start making some textures for FlightGear a couple of years ago but 
>>since there's no way to keep them local I stopped.
>>Adding nice desert textures to Nevada makes Europe look the same and no one 
>>could come up with a solution.
>>
>>Paul
>>
>>
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>>
>>
>
>Well, the hard part of this is setting up a database in the first place
>and getting people to populate it with new entries. The database could
>have the following in each entry:
>1. a shape
>2. a landuse type
>3. a texture
>
>I don't think it would be too hard to modify terragear with an extra
>step right before the UV mapping happens. It could look in the database
>and for each entry do the following:
>1. Cut any poly of that land use type along the edges of the shape
>listed in the DB.
>2. Change the texture of any poly within that shape to the texture
>listed in the database entry.
>
>Josh
>
>
>
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Re: [Flightgear-devel] two scenery ideas

2006-01-25 Thread Josh Babcock
Paul Surgeon wrote:
> On Wednesday 25 January 2006 21:44, flightgear wrote:
> 
>>I noticed this, too , since the landcover data actually has a large
>>amount of landcovertypes that are currently ignored.
>>So my question is: If somebody would brew up some new textures for these
>>types, is there any reason for not using them?
> 
> 
> 
> The problem is that the land cover types don't contain enough info to figure 
> out exactly what type of textures should be used.
> Yes, we know that we need to display grass, trees, water, etc. but these 
> types 
> of textures need to be regional and not global like they currently are.
> 
> Grass or tree cover in the California doesn't look anything like it does in 
> Germany. Crops in the USA look very different from those in the UK.
> European cities look vastly different from cities outside of Europe.
> 
> I did start making some textures for FlightGear a couple of years ago but 
> since there's no way to keep them local I stopped.
> Adding nice desert textures to Nevada makes Europe look the same and no one 
> could come up with a solution.
> 
> Paul
> 
> 
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Well, the hard part of this is setting up a database in the first place
and getting people to populate it with new entries. The database could
have the following in each entry:
1. a shape
2. a landuse type
3. a texture

I don't think it would be too hard to modify terragear with an extra
step right before the UV mapping happens. It could look in the database
and for each entry do the following:
1. Cut any poly of that land use type along the edges of the shape
listed in the DB.
2. Change the texture of any poly within that shape to the texture
listed in the database entry.

Josh



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Re: [Flightgear-devel] two scenery ideas

2006-01-25 Thread Paul Surgeon
On Wednesday 25 January 2006 21:44, flightgear wrote:
> I noticed this, too , since the landcover data actually has a large
> amount of landcovertypes that are currently ignored.
> So my question is: If somebody would brew up some new textures for these
> types, is there any reason for not using them?


The problem is that the land cover types don't contain enough info to figure 
out exactly what type of textures should be used.
Yes, we know that we need to display grass, trees, water, etc. but these types 
of textures need to be regional and not global like they currently are.

Grass or tree cover in the California doesn't look anything like it does in 
Germany. Crops in the USA look very different from those in the UK.
European cities look vastly different from cities outside of Europe.

I did start making some textures for FlightGear a couple of years ago but 
since there's no way to keep them local I stopped.
Adding nice desert textures to Nevada makes Europe look the same and no one 
could come up with a solution.

Paul


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Re: [Flightgear-devel] two scenery ideas

2006-01-25 Thread flightgear
I noticed this, too , since the landcover data actually has a large
amount of landcovertypes that are currently ignored.
So my question is: If somebody would brew up some new textures for these
types, is there any reason for not using them?
For example, if you have many textures in a scenery part, they take up
alot of memory on the 3d card, wich could lead to worse performance.

Concerning the plib - OSG debate: Wouldn't it make sence to open up a
page on the wiki for that?
This way people could layout their suggestions for a possible
transformation and by this the developers could get an estimate on how
much work it really would be to change. Also this could be discussed in
more detail this way.
The wrapper-class discussed some days ago might be a good start?

Just my ideas :)

Josh Babcock wrote:

>>It would be nice if Terragear was able to this automatically, as an
>>interim solution, if the landcover types were available in FGSD users
>>could customise areas that they want. Is it hard to add landcover types?
>>Are there any other issues that I'm not aware of?
>>
>>
>
>I don't think so, there are a lot in the raw datasets that are currently
>ignored just for lack of textures. The harder part would be to have
>terragear assign new ones on it's own based on the slope angle and the
>original landcover data in the raw dataset.
>
>  
>


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Re: [Flightgear-devel] two scenery ideas

2006-01-25 Thread dene maxwell

Hi Josh


From: Josh Babcock <[EMAIL PROTECTED]>

>> > 2) ... the current terrain is designed to be seen from above... When
>> > viewing terrain from the side other factors come into play...your
>> > stratum idea and the one I put forward where urban terrain is 
presently

>> > designed from a "birds eye view" ie roof's, when this is viewed from
>> the
>> > side it should be walls and windows, the roofs always being on the
>> > uphill side. This implies left and right handed scenery amongst other
>> > perspective issues.
>> >
>>
>> Personally, I like to fly in mountainous areas, .
>
>
> my landings need too much practice to skive off and enjoy the scenery 



Yes, takeoffs are optional, landings are mandatory.

>
>> .and I often find myself
>> looking sideways at a cliff. Again, I am not talking about flat 
terrain,

>> but vertical terrain. It really ruins the illusion when can look
>> sideways at an irrigated field that has been stretched up the
>> mountainside.
>>
>> My point is that perhaps some of the terrain should be designed to be
>> viewed from the side, and not above. The trick is teaching terragear to
>> determine what that terrain is and assign it a new landcover type: 
cliff.

>>
>
> .. Agreed; cliff, "right" hilly urban and "left" hilly urban. I'm sure
> others will come up with other landcover types.

I'm not sure what you mean by right and left. Keep in mind that this is
not done at run time, but during scenery generation. Whatever terragear
lays down has to look right from every angle.


I'm thinking about side viewed Urban landcover type would consist mainly of 
walls and windows rather than roofs as at present. But if the roofs were put 
to the right of the walls, this would look rediculous out of the left side 
cockpit window (the roofs would be on the down hill side of the walls)


This is important to me because the 16 approach to my local is between two 
hills with steeps sides and both with suburban housing on them. "Stretched" 
looks strange, upside down would look plain rediculous. (On final you're 
only a hundred or so feet ASL with 200 ft hills either side).


I would also include "scree slope", "river rapids" and "waterfall".
There may be a way to do terraced farmland, but that seems like it would
get complicated.


animated water fall? ;-)

Cheers
Dene

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Re: [Flightgear-devel] two scenery ideas

2006-01-25 Thread Josh Babcock
dene maxwell wrote:
> Hi Josh
> 
> 
>> From: Josh Babcock <[EMAIL PROTECTED]>
>>
>> dene maxwell wrote:
>> > Hi Josh
>> > I posted on this subject a couple of weeks ago there was some
>> > discussion as to where the "scaling" of the texture was done
>> > Terragear/FlightGear. There were two points;
>> >
>> > 1) ... when viewed from above a 45deg slope will only seem 0.7071 of
>> its
>> > true length. Hence a "stretching" issue when viewed from the side.
>> >
>>
>> I was thinking more of stuff between 70 and 90 deg, places that are
>> steeper than the angle of repose and would never have trees, let alone
>> soil on them. This foreshortening is exactly what happens in real life
>> when you look down at a cliff, and it would be appropriate to see the
>> same in FG. In fact, the current situation that we currently experience
>> in steep areas is a very exaggerated version of the problem that you
>> describe.
>>
> True, the steeper the slope, the more exaggerated the problem. Do you
> agree there are two issues, the stretching and the appropriateness of
> the face material (ie does your comment " irrigated fields stretched up
> a hillside" recognise both issues ro do you see them as one in the same
> thing?)

Oh, I definitely agree that there are two issues here. Having
inappropriate textures on steep terrain is probably the easier one to
fix. Once that happens, it should be possible to improve how those new
textures look by changing the way they are mapped onto the terrain.

> 
>> > 2) ... the current terrain is designed to be seen from above... When
>> > viewing terrain from the side other factors come into play...your
>> > stratum idea and the one I put forward where urban terrain is presently
>> > designed from a "birds eye view" ie roof's, when this is viewed from
>> the
>> > side it should be walls and windows, the roofs always being on the
>> > uphill side. This implies left and right handed scenery amongst other
>> > perspective issues.
>> >
>>
>> Personally, I like to fly in mountainous areas, .
> 
> 
> my landings need too much practice to skive off and enjoy the scenery 

Yes, takeoffs are optional, landings are mandatory.

> 
>> .and I often find myself
>> looking sideways at a cliff. Again, I am not talking about flat terrain,
>> but vertical terrain. It really ruins the illusion when can look
>> sideways at an irrigated field that has been stretched up the
>> mountainside.
>>
>> My point is that perhaps some of the terrain should be designed to be
>> viewed from the side, and not above. The trick is teaching terragear to
>> determine what that terrain is and assign it a new landcover type: cliff.
>>
> 
> .. Agreed; cliff, "right" hilly urban and "left" hilly urban. I'm sure
> others will come up with other landcover types.

I'm not sure what you mean by right and left. Keep in mind that this is
not done at run time, but during scenery generation. Whatever terragear
lays down has to look right from every angle.

I would also include "scree slope", "river rapids" and "waterfall".
There may be a way to do terraced farmland, but that seems like it would
get complicated.

> 
> It would be nice if Terragear was able to this automatically, as an
> interim solution, if the landcover types were available in FGSD users
> could customise areas that they want. Is it hard to add landcover types?
> Are there any other issues that I'm not aware of?

I don't think so, there are a lot in the raw datasets that are currently
ignored just for lack of textures. The harder part would be to have
terragear assign new ones on it's own based on the slope angle and the
original landcover data in the raw dataset.

> 
>> Since a picture is worth a thousand words, here's two thousand:
>> http://jrbabcock.home.comcast.net/flightgear/one.jpg
>> http://jrbabcock.home.comcast.net/flightgear/two.jpg
> 
> 
> I think your pics beautifly summarise all the words written on this
> subject.

Thank you.

> 
>>
>> > Sort of associated with your river issue is the issue of railways and
>> > the sections of railways that are through tunnels this particularly
>> > effects me as two of the longest rail tunnels in the southern
>> hemisphere
>> > are in my local area and it looks silly to have them placed on the
>> > surface climbing 60deg slopes  I have talked to Fred about being
>> > able to resolve this in FGSD but no firm answer yet.
>>
>> The first step would be to find a dataset that shows where the linear
>> features are not on the surface. This is the same issue as with bridges.
>> If we can find a dataset that represents this like topographic maps do,
>> it will be a piece of cake to have automatically generated bridges and
>> tunnels.
>>
> That would be great.
> 
>> Josh
>>
>> >
>> > Cheers
>> > Dene
>> >
>> >> From: Josh Babcock <[EMAIL PROTECTED]>
>> >>
>> >> I. Currently the terrain textures are UV mapped onto the terrain from
>> >> directly above. This creates all sorts of problems in steep
>> terrain. One
>> >>

Re: [Flightgear-devel] two scenery ideas

2006-01-25 Thread Martin Spott
Hello Curt,

"Curtis L. Olson" wrote:

> As we've discussed before, OSG is a worthy option, but it is 'not 
> trivial' so to speak to switch scene graph libraries out from under such 
> a complex application as FlightGear, [...]

I know that   my sole intention was to prevent people from
straining themselves by glueing half-baked features into the
PLIB/SimGear/FlightGear mesh that probably get obsolete within the next
year.

Cheers,
Martin.
-- 
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Re: [Flightgear-devel] two scenery ideas

2006-01-25 Thread Curtis L. Olson

Martin Spott wrote:


Christian Mayer wrote:

 


Hm, I thought PLIB (i.e. Steve) did like shaders and was just waiting
for OpenGL 2.0. He wanted to do the right solution once it was available
(with shaders and thus multitexturing)...
   



Do you really expect the PLIB project to issue major improvements ? In
my eyes PLIB is a project that already started fading out 
 



Plib is Steve Baker's project, especially the scene graph bits.  It will 
see major improvements, only when he writes them, because he is fairly 
resistant to letting anyone else do major surgery to that code.  So at 
some point it will get done, but he's a very busy guy like everyone 
else, so it could be 6 months, it could be 5 years.


As we've discussed before, OSG is a worthy option, but it is 'not 
trivial' so to speak to switch scene graph libraries out from under such 
a complex application as FlightGear, especially since we use so much raw 
OpenGL code (scattered throughout the code) to work around the limited 
features of plib.


Curt.

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Re: [Flightgear-devel] two scenery ideas

2006-01-25 Thread Martin Spott
Christian Mayer wrote:

> Hm, I thought PLIB (i.e. Steve) did like shaders and was just waiting
> for OpenGL 2.0. He wanted to do the right solution once it was available
> (with shaders and thus multitexturing)...

Do you really expect the PLIB project to issue major improvements ? In
my eyes PLIB is a project that already started fading out 

Martin.
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Re: [Flightgear-devel] two scenery ideas

2006-01-24 Thread dene maxwell

Hi Josh



From: Josh Babcock <[EMAIL PROTECTED]>

dene maxwell wrote:
> Hi Josh
> I posted on this subject a couple of weeks ago there was some
> discussion as to where the "scaling" of the texture was done
> Terragear/FlightGear. There were two points;
>
> 1) ... when viewed from above a 45deg slope will only seem 0.7071 of its
> true length. Hence a "stretching" issue when viewed from the side.
>

I was thinking more of stuff between 70 and 90 deg, places that are
steeper than the angle of repose and would never have trees, let alone
soil on them. This foreshortening is exactly what happens in real life
when you look down at a cliff, and it would be appropriate to see the
same in FG. In fact, the current situation that we currently experience
in steep areas is a very exaggerated version of the problem that you
describe.

True, the steeper the slope, the more exaggerated the problem. Do you agree 
there are two issues, the stretching and the appropriateness of the face 
material (ie does your comment " irrigated fields stretched up a hillside" 
recognise both issues ro do you see them as one in the same thing?)



> 2) ... the current terrain is designed to be seen from above... When
> viewing terrain from the side other factors come into play...your
> stratum idea and the one I put forward where urban terrain is presently
> designed from a "birds eye view" ie roof's, when this is viewed from the
> side it should be walls and windows, the roofs always being on the
> uphill side. This implies left and right handed scenery amongst other
> perspective issues.
>

Personally, I like to fly in mountainous areas, .


my landings need too much practice to skive off and enjoy the scenery 


.and I often find myself
looking sideways at a cliff. Again, I am not talking about flat terrain,
but vertical terrain. It really ruins the illusion when can look
sideways at an irrigated field that has been stretched up the mountainside.

My point is that perhaps some of the terrain should be designed to be
viewed from the side, and not above. The trick is teaching terragear to
determine what that terrain is and assign it a new landcover type: cliff.



.. Agreed; cliff, "right" hilly urban and "left" hilly urban. I'm sure 
others will come up with other landcover types.


It would be nice if Terragear was able to this automatically, as an interim 
solution, if the landcover types were available in FGSD users could 
customise areas that they want. Is it hard to add landcover types? Are there 
any other issues that I'm not aware of?



Since a picture is worth a thousand words, here's two thousand:
http://jrbabcock.home.comcast.net/flightgear/one.jpg
http://jrbabcock.home.comcast.net/flightgear/two.jpg


I think your pics beautifly summarise all the words written on this subject.


> Sort of associated with your river issue is the issue of railways and
> the sections of railways that are through tunnels this particularly
> effects me as two of the longest rail tunnels in the southern hemisphere
> are in my local area and it looks silly to have them placed on the
> surface climbing 60deg slopes  I have talked to Fred about being
> able to resolve this in FGSD but no firm answer yet.

The first step would be to find a dataset that shows where the linear
features are not on the surface. This is the same issue as with bridges.
If we can find a dataset that represents this like topographic maps do,
it will be a piece of cake to have automatically generated bridges and
tunnels.


That would be great.


Josh

>
> Cheers
> Dene
>
>> From: Josh Babcock <[EMAIL PROTECTED]>
>>
>> I. Currently the terrain textures are UV mapped onto the terrain from
>> directly above. This creates all sorts of problems in steep terrain. 
One

>> of those problems is that cliffs and near cliffs look really bad.
>> Perhaps if terrain with a slope greater than a certain threshold were 
to

>> be mapped from the side with a texture bearing strata this particular
>> case would start to look right. What would be involved in making
>> particular terrain types be mapped differently?
>>
>> II. Another thing I have been thinking about since the new scenery was
>> released is flattening rivers. The new algorithm certainly makes places
>> like the Grand Canyon look a lot more like they should, but there are
>> still a lot of rivers that travel up and down like roller coasters.
>> Perhaps if once the linear database is in sync with the elevation data
>> it would be a good idea to tell the algorithm where the rivers are so 
it

>> can increase the number of vertecies along the rivers. On the other
>> hand, maybe simply getting the linear feature data in the same place as
>> the elevation data will be all that it takes.
>>
>> A really smart algorithm would also be able to see when it is laying
>> down a river on a slope and move it to the bottom of the valley. It
>> might even be able to figure out the registration error between the two
>> datasets 

Re: [Flightgear-devel] two scenery ideas

2006-01-24 Thread Ampere K. Hardraade
On January 24, 2006 04:54 pm, Josh Babcock wrote:
> The trick is teaching terragear to
> determine what that terrain is and assign it a new landcover type: cliff.
We can teach Terrorgear new tricks?  I never knew it has neural net 
implemented. ;)

Ampere


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Re: [Flightgear-devel] two scenery ideas

2006-01-24 Thread Curtis L. Olson

Christian Mayer wrote:


-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Curtis L. Olson schrieb:
 


X-Plane uses some shader language dithering approach which I don't
understand enough to comment on.
   



This sounds like a good solution

 


This isn't easy, especially not within the context of plib which really
doesn't like shaders and doesn't even do multitexturing.
   



Hm, I thought PLIB (i.e. Steve) did like shaders and was just waiting
for OpenGL 2.0. He wanted to do the right solution once it was available
(with shaders and thus multitexturing)...



You are quite correct, especially when referring to some future version 
of plib that doesn't exist yet.  But for the plib that is available 
today ... I'll stand by my words. :-)


Curt.

--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d



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Re: [Flightgear-devel] two scenery ideas

2006-01-24 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Curtis L. Olson schrieb:
>
> X-Plane uses some shader language dithering approach which I don't
> understand enough to comment on.

This sounds like a good solution

> This isn't easy, especially not within the context of plib which really
> doesn't like shaders and doesn't even do multitexturing.

Hm, I thought PLIB (i.e. Steve) did like shaders and was just waiting
for OpenGL 2.0. He wanted to do the right solution once it was available
(with shaders and thus multitexturing)...

CU,
Christian
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Version: GnuPG v1.4.0 (MingW32)

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gLd6igkYPHuSuJWHtDffFPU=
=+1a0
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Re: [Flightgear-devel] two scenery ideas

2006-01-24 Thread Josh Babcock
Here's a better shot:
http://jrbabcock.home.comcast.net/flightgear/three.jpg

Josh


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Re: [Flightgear-devel] two scenery ideas

2006-01-24 Thread Josh Babcock
Curtis L. Olson wrote:

> Or we could find a nice source of free 1 meter per pixel world imagery
> and just drape photoreal textureres over everything.
> 
> Curt.
> 

I'll start saving for that 80Tb disk drive now ...

Actually, a really neat hack would be to just download the (0.25 m/px)
orthos from maps.google.com or terraserver.com a`la terrasync. That
would be cool, and you could even run a local cache so that as long as
you stick to your normal flying areas there isn't much net traffic.
Wouldn't work too well outside of the areas covered by the "urban areas"
dataset, but man what a neat demo.

Josh


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Re: [Flightgear-devel] two scenery ideas

2006-01-24 Thread Curtis L. Olson

Josh Babcock wrote:


I. Currently the terrain textures are UV mapped onto the terrain from
directly above. This creates all sorts of problems in steep terrain. One
of those problems is that cliffs and near cliffs look really bad.
Perhaps if terrain with a slope greater than a certain threshold were to
be mapped from the side with a texture bearing strata this particular
case would start to look right. What would be involved in making
particular terrain types be mapped differently?
 



It probably wouldn't be too hard to assigne different textures based on 
slope.  But what we really need first before this will look even halfway 
decent is some way to blend or dither between two different adjacent 
textures.


X-Plane uses some shader language dithering approach which I don't 
understand enough to comment on.


This isn't easy, especially not within the context of plib which really 
doesn't like shaders and doesn't even do multitexturing.



II. Another thing I have been thinking about since the new scenery was
released is flattening rivers. The new algorithm certainly makes places
like the Grand Canyon look a lot more like they should, but there are
still a lot of rivers that travel up and down like roller coasters.
Perhaps if once the linear database is in sync with the elevation data
it would be a good idea to tell the algorithm where the rivers are so it
can increase the number of vertecies along the rivers. On the other
hand, maybe simply getting the linear feature data in the same place as
the elevation data will be all that it takes.

A really smart algorithm would also be able to see when it is laying
down a river on a slope and move it to the bottom of the valley. It
might even be able to figure out the registration error between the two
datasets this way and automatically adjust for that.
 



We have the ability to flatten rivers as much or as little as we want.  
However, I minimzed this because when a river is off, it's better just 
to have it run up and down the sides of the slope versus cutting a new 
huge canyon where one shouldn't be.


It would be possible to manually align rivers (with some great amount of 
effort.)


It might be possible to automatically nudge river nodes side to side to 
until a minimum elevation is found ... within some constraints and 
perhaps also constrained by the direciton and amount you needed to slide 
the previous point so you don't run into a problem where a river runs 
along the top of  a ridge and consequetive nodes pick opposite sides of 
the ridge.  I see a lot of places where this might help, but certainly 
places where we'd probably break things horribly and make the situation 
even worse.


Another option would be to do some sort of flow analysis on the raw 
terrain.  But there are a lot of difficulties and issues with that, 
especially when you get near lakes and in spots that are pretty flat due 
to the noise in the data.   And you don't know if an area is flat 
because it is flat or flat becuase there should be a lake there.  You 
might be able to cross reference other data sets, but you would be 
cutting out a huge task for yourself (if you wanted good results in the 
end.)


Or we could find a nice source of free 1 meter per pixel world imagery 
and just drape photoreal textureres over everything.


Curt.

--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] two scenery ideas

2006-01-24 Thread Josh Babcock
dene maxwell wrote:
> Hi Josh
> I posted on this subject a couple of weeks ago there was some
> discussion as to where the "scaling" of the texture was done
> Terragear/FlightGear. There were two points;
> 
> 1) ... when viewed from above a 45deg slope will only seem 0.7071 of its
> true length. Hence a "stretching" issue when viewed from the side.
> 

I was thinking more of stuff between 70 and 90 deg, places that are
steeper than the angle of repose and would never have trees, let alone
soil on them. This foreshortening is exactly what happens in real life
when you look down at a cliff, and it would be appropriate to see the
same in FG. In fact, the current situation that we currently experience
in steep areas is a very exaggerated version of the problem that you
describe.

> 2) ... the current terrain is designed to be seen from above... When
> viewing terrain from the side other factors come into play...your
> stratum idea and the one I put forward where urban terrain is presently
> designed from a "birds eye view" ie roof's, when this is viewed from the
> side it should be walls and windows, the roofs always being on the
> uphill side. This implies left and right handed scenery amongst other
> perspective issues.
> 

Personally, I like to fly in mountainous areas, and I often find myself
looking sideways at a cliff. Again, I am not talking about flat terrain,
but vertical terrain. It really ruins the illusion when can look
sideways at an irrigated field that has been stretched up the mountainside.

My point is that perhaps some of the terrain should be designed to be
viewed from the side, and not above. The trick is teaching terragear to
determine what that terrain is and assign it a new landcover type: cliff.

Since a picture is worth a thousand words, here's two thousand:
http://jrbabcock.home.comcast.net/flightgear/one.jpg
http://jrbabcock.home.comcast.net/flightgear/two.jpg

> Sort of associated with your river issue is the issue of railways and
> the sections of railways that are through tunnels this particularly
> effects me as two of the longest rail tunnels in the southern hemisphere
> are in my local area and it looks silly to have them placed on the
> surface climbing 60deg slopes  I have talked to Fred about being
> able to resolve this in FGSD but no firm answer yet.

The first step would be to find a dataset that shows where the linear
features are not on the surface. This is the same issue as with bridges.
If we can find a dataset that represents this like topographic maps do,
it will be a piece of cake to have automatically generated bridges and
tunnels.

Josh

> 
> Cheers
> Dene
> 
>> From: Josh Babcock <[EMAIL PROTECTED]>
>>
>> I. Currently the terrain textures are UV mapped onto the terrain from
>> directly above. This creates all sorts of problems in steep terrain. One
>> of those problems is that cliffs and near cliffs look really bad.
>> Perhaps if terrain with a slope greater than a certain threshold were to
>> be mapped from the side with a texture bearing strata this particular
>> case would start to look right. What would be involved in making
>> particular terrain types be mapped differently?
>>
>> II. Another thing I have been thinking about since the new scenery was
>> released is flattening rivers. The new algorithm certainly makes places
>> like the Grand Canyon look a lot more like they should, but there are
>> still a lot of rivers that travel up and down like roller coasters.
>> Perhaps if once the linear database is in sync with the elevation data
>> it would be a good idea to tell the algorithm where the rivers are so it
>> can increase the number of vertecies along the rivers. On the other
>> hand, maybe simply getting the linear feature data in the same place as
>> the elevation data will be all that it takes.
>>
>> A really smart algorithm would also be able to see when it is laying
>> down a river on a slope and move it to the bottom of the valley. It
>> might even be able to figure out the registration error between the two
>> datasets this way and automatically adjust for that.
>>
>> Josh
> 
> 
> _
> Need more speed? Get Xtra Broadband @
> http://jetstream.xtra.co.nz/chm/0,,202853-1000,00.html
> 
> 
> 
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Re: [Flightgear-devel] two scenery ideas

2006-01-23 Thread dene maxwell

Hi Martin,
Exactly my point...the tools are coming... I don't expect Fred to do 
anything ...I appreciate what he does do...


We all do what we can, and ask for help for what we can't... While some of 
us might get frustrated at times (I can't claim immunity on that point)... I 
certainly don't " bite the hand that feeds me "  intentionally...


Fred has always provided positive feedback and assistance... I value his 
assistance very much and certainly don't presumme he will personaly "fix" 
all the issues I post.


Cheers
Dene


From: Martin Spott <[EMAIL PROTECTED]>
Reply-To: flightgear-devel@lists.sourceforge.net
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] two scenery ideas
Date: Tue, 24 Jan 2006 06:53:12 + (UTC)

"dene maxwell" wrote:

> Sort of associated with your river issue is the issue of railways and 
the
> sections of railways that are through tunnels this particularly 
effects
> me as two of the longest rail tunnels in the southern hemisphere are in 
my
> local area and it looks silly to have them placed on the surface 
climbing
> 60deg slopes  I have talked to Fred about being able to resolve this 
in

> FGSD but no firm answer yet.

Please tell us what you expect Frederic to do for you ? Do you really
think he will personally tweak the landcover data for every one of us
as long as we expect him to do this ? No, he won't.
Frederic is working on tools that hopefully enable us to tweak the data
but it would be ridiculous to expect him to do the user's work as well,

Martin.
--
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Re: [Flightgear-devel] two scenery ideas

2006-01-23 Thread Martin Spott
"dene maxwell" wrote:

> Sort of associated with your river issue is the issue of railways and the 
> sections of railways that are through tunnels this particularly effects 
> me as two of the longest rail tunnels in the southern hemisphere are in my 
> local area and it looks silly to have them placed on the surface climbing 
> 60deg slopes  I have talked to Fred about being able to resolve this in 
> FGSD but no firm answer yet.

Please tell us what you expect Frederic to do for you ? Do you really
think he will personally tweak the landcover data for every one of us
as long as we expect him to do this ? No, he won't.
Frederic is working on tools that hopefully enable us to tweak the data
but it would be ridiculous to expect him to do the user's work as well,

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


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RE: [Flightgear-devel] two scenery ideas

2006-01-23 Thread dene maxwell

Hi Josh
I posted on this subject a couple of weeks ago there was some discussion 
as to where the "scaling" of the texture was done Terragear/FlightGear. 
There were two points;


1) ... when viewed from above a 45deg slope will only seem 0.7071 of its 
true length. Hence a "stretching" issue when viewed from the side.


2) ... the current terrain is designed to be seen from above... When viewing 
terrain from the side other factors come into play...your stratum idea and 
the one I put forward where urban terrain is presently designed from a 
"birds eye view" ie roof's, when this is viewed from the side it should be 
walls and windows, the roofs always being on the uphill side. This implies 
left and right handed scenery amongst other perspective issues.


Sort of associated with your river issue is the issue of railways and the 
sections of railways that are through tunnels this particularly effects 
me as two of the longest rail tunnels in the southern hemisphere are in my 
local area and it looks silly to have them placed on the surface climbing 
60deg slopes  I have talked to Fred about being able to resolve this in 
FGSD but no firm answer yet.


Cheers
Dene


From: Josh Babcock <[EMAIL PROTECTED]>

I. Currently the terrain textures are UV mapped onto the terrain from
directly above. This creates all sorts of problems in steep terrain. One
of those problems is that cliffs and near cliffs look really bad.
Perhaps if terrain with a slope greater than a certain threshold were to
be mapped from the side with a texture bearing strata this particular
case would start to look right. What would be involved in making
particular terrain types be mapped differently?

II. Another thing I have been thinking about since the new scenery was
released is flattening rivers. The new algorithm certainly makes places
like the Grand Canyon look a lot more like they should, but there are
still a lot of rivers that travel up and down like roller coasters.
Perhaps if once the linear database is in sync with the elevation data
it would be a good idea to tell the algorithm where the rivers are so it
can increase the number of vertecies along the rivers. On the other
hand, maybe simply getting the linear feature data in the same place as
the elevation data will be all that it takes.

A really smart algorithm would also be able to see when it is laying
down a river on a slope and move it to the bottom of the valley. It
might even be able to figure out the registration error between the two
datasets this way and automatically adjust for that.

Josh


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[Flightgear-devel] two scenery ideas

2006-01-23 Thread Josh Babcock
I. Currently the terrain textures are UV mapped onto the terrain from
directly above. This creates all sorts of problems in steep terrain. One
of those problems is that cliffs and near cliffs look really bad.
Perhaps if terrain with a slope greater than a certain threshold were to
be mapped from the side with a texture bearing strata this particular
case would start to look right. What would be involved in making
particular terrain types be mapped differently?

II. Another thing I have been thinking about since the new scenery was
released is flattening rivers. The new algorithm certainly makes places
like the Grand Canyon look a lot more like they should, but there are
still a lot of rivers that travel up and down like roller coasters.
Perhaps if once the linear database is in sync with the elevation data
it would be a good idea to tell the algorithm where the rivers are so it
can increase the number of vertecies along the rivers. On the other
hand, maybe simply getting the linear feature data in the same place as
the elevation data will be all that it takes.

A really smart algorithm would also be able to see when it is laying
down a river on a slope and move it to the bottom of the valley. It
might even be able to figure out the registration error between the two
datasets this way and automatically adjust for that.

Josh


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