> 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
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
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
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
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
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