Hi Mathias,
thanks for the detailed answer. That indeed helps a lot. May I ask a follow-up
question?
> I typically prepare a lot of things that are usually sensible and helpful
> for its own but with such a final goal in mind. Once all is set up in place
> I just need to grab into the black ha
Hi,
On Wednesday, March 21, 2012 13:29:52 Renk Thorsten wrote:
> Mathias, maybe it's just me - but I have a serious problem understanding
> what you write. I have greatest respect for what you do, and I've seen some
> amazing things like the factor 50 speed increase of the geodinfo() call,
> but
For anyone who wants to have a look at Earthview in action, I've made the first
version available for download here:
http://www.flightgear.org/forums/viewtopic.php?f=6&t=15754#p153257
(I have the next higher resolution level textures as well, but they're too
large to host for me). Anyway, this
>> > Before going into more detail, you might want to check with Mathias'
>> > recent work to integrate space-view into FlightGear. Otherwise you'll
>> > probably be doing duplicate work.
>>
>> Well, if Mathias could simply comment on the issue? What can we expect
>> at
>> what timescale? (And
Am 20.03.12 09:15, schrieb Renk Thorsten:
>> Once you understand how the scattering integrals work it's natural to
>> compute them also from the outside of the atmosphere.
>
> Okay, now I am *really* confused. Are we trying to solve the same problem?
>
> Light scattering in the atmosphere is not p
Hi,
On Tuesday, March 20, 2012 08:15:54 Renk Thorsten wrote:
> > Once you understand how the scattering integrals work it's natural to
> > compute them also from the outside of the atmosphere.
>
> Okay, now I am *really* confused. Are we trying to solve the same problem?
I think so.
> Light sc
e, 20 Mar 2012 10:06:27 +
> Subject: Re: [Flightgear-devel] Earthview - Orbital terrain rendering in FG
>
> > I assume you ran into a bunch of PT_vs_hpt: ran out of layers for h=
> > messages.
> > This is from FlightGear's rather brittle atmosphere model. The atta
> I assume you ran into a bunch of PT_vs_hpt: ran out of layers for h=
> messages.
> This is from FlightGear's rather brittle atmosphere model. The attached
> patch
> adds a deep-space layer out to 1e9 meters. I just arbitrarily set the
> pressure to near 0 and the temperature to damn cold. Thi
Erik Hofman wrote:
> On Tue, 2012-03-20 at 08:15 +, Renk Thorsten wrote:
> > Earthview is about getting a model of the planet itself into the
> > scene, sort of replacing the default terrain tile system. It
> > assumes that you have already solved the atmosphere scattering
> > problem somehow
On Tue, 2012-03-20 at 08:15 +, Renk Thorsten wrote:
> Earthview is about getting a model of the planet itself into the scene, sort
> of replacing the default terrain tile system. It assumes that you have
> already solved the atmosphere scattering problem somehow and that you want to
> see a
> Once you understand how the scattering integrals work it's natural to
> compute them also from the outside of the atmosphere.
Okay, now I am *really* confused. Are we trying to solve the same problem?
Light scattering in the atmosphere is not part of what Earthview does at all.
That is curr
Hi,
On Saturday, March 17, 2012 07:45:50 Renk Thorsten wrote:
> > Before going into more detail, you might want to check with Mathias'
> > recent work to integrate space-view into FlightGear. Otherwise you'll
> > probably be doing duplicate work.
>
> Well, if Mathias could simply comment on the
On Monday 19 March 2012 07:22:52 Renk Thorsten wrote:
> > You ought to be able to initialize any vehicle at any altitude (up to and
> > even beyond 3000 km). At this time, only the Vostok has control jets, as
> > far as I know.
>
> Actually I can not do that. Trying to initialize the ufo at 1.000.0
On Monday 19 March 2012 07:22:52 Renk Thorsten wrote:
> > You ought to be able to initialize any vehicle at any altitude (up to and
> > even beyond 3000 km). At this time, only the Vostok has control jets, as
> > far as I know.
>
> Actually I can not do that. Trying to initialize the ufo at 1.000.0
Team Prometheus
> Original Message
> Subject: Re: [Flightgear-devel] Earthview - Orbital terrain rendering
> in FG
> From: Renk Thorsten
> Date: Mon, March 19, 2012 6:22 am
> To: FlightGear developers discussions
>
>
>
> > You ought to be
> You ought to be able to initialize any vehicle at any altitude (up to and
> even beyond 3000 km). At this time, only the Vostok has control jets, as
> far as I know.
Actually I can not do that. Trying to initialize the ufo at 1.000.000 ft works
fine, and so does flying the ufo to the altitud
Renk Thorsten wrote:
> You haven't really looked at any of my designs so far, have you?
Nice trick - didn't work,
Martin.
--
Unix _IS_ user friendly - it's just selective about who its friends are !
--
---
> When balancing different arguments I'd recommend to consider this one
> as well: Backing out a kludge after it's been adopted by the users,
> detangling additional hacks which start building on top of the
> mentioned kludge is highly ungrateful work most of the time.
You haven't really looked at
Renk Thorsten wrote:
>> I'd say the timescale is of subordinate relevance as long as the design
>> is ok and integration with the scenegraph is proper
>
> I know you'd say this...
Great to know that you didn't forget about it ;-)
> A project isn't just [...]
When balancing different argu
> I'd say the timescale is of subordinate relevance as long as the design
> is ok and integration with the scenegraph is proper
I know you'd say this... But I believe it's wrong.
A project isn't just code with proper design an isolated person is working on.
A project needs to inspire, devel
Renk Thorsten wrote:
>> Before going into more detail, you might want to check with Mathias'
>> recent work to integrate space-view into FlightGear. Otherwise you'll
>> probably be doing duplicate work.
>
> Well, if Mathias could simply comment on the issue? What can we
> expect at what timescal
> Before going into more detail, you might want to check with Mathias'
> recent work to integrate space-view into FlightGear. Otherwise you'll
> probably be doing duplicate work.
Well, if Mathias could simply comment on the issue? What can we expect at what
timescale? (And how do you know these
> 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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