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

2012-03-26 Thread Renk Thorsten
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

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

2012-03-24 Thread Mathias Fröhlich
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

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

2012-03-22 Thread Renk Thorsten
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

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

2012-03-21 Thread Renk Thorsten
>> > 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

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

2012-03-20 Thread HB-GRAL
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

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

2012-03-20 Thread Mathias Fröhlich
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

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

2012-03-20 Thread TDO Brandano
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

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

2012-03-20 Thread Renk Thorsten
> 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

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

2012-03-20 Thread Martin Spott
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

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

2012-03-20 Thread Erik Hofman
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

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

2012-03-20 Thread 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 part of what Earthview does at all. That is curr

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

2012-03-19 Thread Mathias Fröhlich
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

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

2012-03-19 Thread Ron Jensen
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

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

2012-03-19 Thread Ron Jensen
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

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

2012-03-19 Thread Monroe L. King Jr.
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

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

2012-03-19 Thread Renk Thorsten
> 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

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

2012-03-18 Thread Martin Spott
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 ! -- ---

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

2012-03-18 Thread Renk Thorsten
> 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

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

2012-03-18 Thread Martin Spott
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

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

2012-03-18 Thread Renk Thorsten
> 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

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

2012-03-17 Thread Martin Spott
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

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

2012-03-17 Thread Renk Thorsten
> 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

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