Re: [Flightgear-devel] Earthview - Orbital terrain rendering in FG

2012-03-16 Thread Jon S. Berndt
> 2) The high altitude FDM problem: > > Our only spacecraft (Vostok) makes just 150 km altitude, apparently to > prevent it from running into a region where the FDM breaks down. This > isn't nearly high enough to see nice orbit scenes without pushing > gigabytes of textures at the problem. I have

Re: [Flightgear-devel] Earthview - Orbital terrain rendering in FG

2012-03-16 Thread Martin Spott
Johannes Ebke wrote: > I think deriving directly from them would be most appropriate; Terms of > Use are: See also: http://mapserver.flightgear.org/git/gitweb.pl?p=fgdata;a=commitdiff;h=f4064b002aa7d6248ed38a864716f9d98c514df1 Cheers, Martin. -- Unix _IS_ user friendly - it's just

Re: [Flightgear-devel] Earthview - Orbital terrain rendering in FG

2012-03-16 Thread Johannes Ebke
Hi Thorsten, AFAIK, the Celestia textures are pretty much directly derived from the Blue Marble textures available from NASA http://earthobservatory.nasa.gov/Features/BlueMarble/ http://visibleearth.nasa.gov/view_cat.php?categoryID=1484 Clouds: http://visibleearth.nasa.gov/view.php?id=57747 I t

Re: [Flightgear-devel] Earthview - Orbital terrain rendering in FG

2012-03-16 Thread Martin Spott
Renk Thorsten wrote: > Well, I hope this is a more reasonable approach than what Vitos had > in mind. All things said, I would like to see Flightgear go into > space a bit more. No need to switch to Windows then :-) Before going into more detail, you might want to check with Mathias' recent wor

[Flightgear-devel] Earthview - Orbital terrain rendering in FG

2012-03-16 Thread Renk Thorsten
In the last two days, I've managed to implement a scheme for orbital terrain rendering which I had cooked up a while ago. Compared with what vitos had in mind (a complete overhaul of the rendering engine) this is really low-tech and lives within the limitations of the current engine - just a