Jon Stockill <[EMAIL PROTECTED]> wrote:
> On Thu, 2 Oct 2003, Martin Spott wrote:
>> I'd suggest to have a mechanism that provides handling of _all_ sort
>> manual addition - this includes manual scenery tweaking. I assume this
>> is best done on scenery generation time - there could be a tree of
On Thu, 2 Oct 2003, Martin Spott wrote:
> I'd suggest to have a mechanism that provides handling of _all_ sort
> manual addition - this includes manual scenery tweaking. I assume this
> is best done on scenery generation time - there could be a tree of data
> that gets included in the scenery gene
Curtis L. Olson writes:
>
> I think it's theoretically possible, but because at load time, the
> base terrain is not attached into the main scene graph, you can't use
> the existing height above terrain code. In theory, you could do
> somethingn similar by transforming the starting point and the
David Megginson <[EMAIL PROTECTED]> wrote:
> Thanks. Obviously, we'll want to make things smarter soon, but for
> now, should we consider moving all of the custom buildings to their
> own directory hierarchy, so that we don't have to reinstall them
> whenever there's a new scenery build? What do
Norman Vine <[EMAIL PROTECTED]> said:
>
> You can not determine the elevation until the scenery tile is loaded.
>
> Since this maybe happening in a background thread you have no way
> of knowing when this actually happens, it is almost guaranteed that this
> is *not* happening immediately apon r
Jon Stockill writes:
> On Thu, 2 Oct 2003, Frederic BOUVIER wrote:
>
> > Yes, this is a good thing.
> > But when the terrain change, we have to land the buildings again because
> > their vertical position is AMSL not AGL.
>
> Is there any way of making the building elevation AGL?
>
> The random
Jon Stockill writes:
> On Thu, 2 Oct 2003, David Megginson wrote:
>
> > I tried fixing that a few weeks ago by providing an option to set
> > objects on the ground. Unfortunately, I didn't manage to find a way
> > to calculate ground level at load time.
>
> How are the random objects placed on t
Erik Hofman writes:
> > How about this?
> >
> > $FG_ROOT/Scenery/Terrain
> > $FG_ROOT/Scenery/Objects
>
>
> No problem, It's just a name.
Great. In English, at least, "cultivation" generally means
"agriculture" rather than man-made works in general.
All the best,
David
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On Thu, 2 Oct 2003, David Megginson wrote:
> I had thought so initially, but it turns out that there are quite a
> few differences. Pseudo-random objects are generated when the scenery
> mesh is fully set up and are placed not by lat/lon but only relative
> to the centre of each mesh triangle. S
David Megginson writes:
>
> Jon Stockill writes:
>
> > > I tried fixing that a few weeks ago by providing an option to set
> > > objects on the ground. Unfortunately, I didn't manage to find a way
> > > to calculate ground level at load time.
> >
> > How are the random objects placed on th
David Megginson wrote:
Erik Hofman writes:
> FlightGear/data/Scenery/Terrain
> FlightGear/data/Scenery/Cultivation
How about this?
$FG_ROOT/Scenery/Terrain
$FG_ROOT/Scenery/Objects
No problem, It's just a name.
Erik
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Flightgear-devel mailin
Jon Stockill writes:
> > I tried fixing that a few weeks ago by providing an option to set
> > objects on the ground. Unfortunately, I didn't manage to find a way
> > to calculate ground level at load time.
>
> How are the random objects placed on the ground? Surely it's the same
> calcula
Erik Hofman writes:
> FlightGear/data/Scenery/Terrain
> FlightGear/data/Scenery/Cultivation
How about this?
$FG_ROOT/Scenery/Terrain
$FG_ROOT/Scenery/Objects
All the best,
David
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On Thu, 2 Oct 2003, David Megginson wrote:
> I tried fixing that a few weeks ago by providing an option to set
> objects on the ground. Unfortunately, I didn't manage to find a way
> to calculate ground level at load time.
How are the random objects placed on the ground? Surely it's the same
cal
Frederic BOUVIER writes:
> Yes, this is a good thing. But when the terrain change, we have to
> land the buildings again because their vertical position is AMSL
> not AGL.
I tried fixing that a few weeks ago by providing an option to set
objects on the ground. Unfortunately, I didn't manage
David Megginson wrote:
> Jon Stockill writes:
>
> > > ... sort of works now, after a few small bug fixes. You can do
> > > something like
> > >
> > > FG_SCENERY=/usr/local/Scenery:/usr/local/Scenery/Objects
> >
> > Excellent - that makes life a lot easier :-)
>
> Thanks. Obviously, we'll w
On Thu, 2 Oct 2003, Frederic BOUVIER wrote:
> Yes, this is a good thing.
> But when the terrain change, we have to land the buildings again because
> their vertical position is AMSL not AGL.
Is there any way of making the building elevation AGL?
The random scenery manages to place buildings onto
David Megginson wrote:
Thanks. Obviously, we'll want to make things smarter soon, but for
now, should we consider moving all of the custom buildings to their
own directory hierarchy, so that we don't have to reinstall them
whenever there's a new scenery build? What does everyone think?
Yes. Movi
Jon Stockill writes:
> > ... sort of works now, after a few small bug fixes. You can do
> > something like
> >
> > FG_SCENERY=/usr/local/Scenery:/usr/local/Scenery/Objects
>
> Excellent - that makes life a lot easier :-)
Thanks. Obviously, we'll want to make things smarter soon, but fo
On Wed, 1 Oct 2003, David Megginson wrote:
> ... sort of works now, after a few small bug fixes. You can do
> something like
>
> FG_SCENERY=/usr/local/Scenery:/usr/local/Scenery/Objects
Excellent - that makes life a lot easier :-)
--
Jon Stockill
[EMAIL PROTECTED]
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