On Tue, Jan 3, 2012 at 4:44 PM, Thorsten Renk wrote:
> Does this contain the impostor functionality already or not?
No - the Impostor function will be committed after the 2.6.0 release.
-Stuart
--
Write once. Port to ma
> I've just committed to origin/next a better fix for the LoD range that
> adjusts
> based on the view distance, and also attempts to account for the possible
> size of the cloud itself.
Thanks - working fine here!
Does this contain the impostor functionality already or not?
Cheers,
* Thorsten
On Wed, Dec 28, 2011 at 3:45 PM, Stuart Buchanan wrote:
> On Wed, Dec 28, 2011 at 3:04 PM, >> 4) Clouds now appear to be loaded in discrete lumps when they come into
>>> visual range rather than gradually be faded in via transparency which
>>> looks a bit ugly from high altitude - Stuart, is this
>
> It's actually surprisingly intricate. For instance, Local Weather allows
> for boundary layer gusty winds. For some problems (the wave pattern) you'd
> like to have the base (mean) wind at the surface, for others (windsock)
> rather the actual wind that the aircraft is feeling.
>
> I am now int
On Thu, Dec 29, 2011 at 8:44 AM,wrote:
> I must have missed the implementation of this capability totally. I
> assumed a comparatively small cut-out of the ellipsoid was projected on
> a plane/disc.
>
> But, hey, thats great news to me! Thanks for clarification!
Each tile is a square shape, and
Hi Curt!
Curtis Olson wrote:
> Hi Joe, actually the FlightGear scenery is round -- technically oblate
> ellipsoid based on a wgs-84 coordinate model. If you stitched enough
> tiles together you will see the earth curvature start to form.
I must have missed the implementation of this capability
> We should agree on a common place to publish actual surface wind (for
> one or many given locations?) in the property tree. /environment/config
> is definitely not the best place to use but due to historical reasons,
> many objects rely on these properties (windsock, chimneys/smoke, many
> more).
> At view distances > 100 km it becomes more and more apparent that the
> flightgear scenery is flat and not a sphere, doesn't it?
>
> I think a realistic horizon is impossible as long as scenery/world is
> a disc.
What's more important from high altitude is what happens beyond view
distance where
Hi Joe, actually the FlightGear scenery is round -- technically oblate
ellipsoid based on a wgs-84 coordinate model. If you stitched enough tiles
together you will see the earth curvature start to form.
The FlightGear world model lets you fly accurate great circle routes, and
enables all the char
On Thu, 29 Dec 2011 10:37:44 +0200 (EET)
thorsten.i.r...@jyu.fi wrote:
> http://www.phy.duke.edu/~trenk/pics/local-weather-next05.jpg
>
Impressive!
> Technically, tile generation is tied to actual visibility. The max.
> visibility the system generates at high altitude is 140 km or a
> user-spec
> The LoD is currently hardcoded to 20km, so if visibility > 20km, it
> kicks in
> before the transparency effect.
>
> I have a good fix that takes into account the current visibility as part
> of
> the Impostors work, but that won't be available until after the release.
>
> In the meantime, I ca
Am 28.12.2011 16:04, schrieb thorsten.i.r...@jyu.fi:
>> 8) Local Weather has no precipitation rendering. This is due to the fact
>> that the system uses its own layer altitude definition and a 3d
>> definition
>> ..
> Still to be fixed. I tried a workaround using negative cloud altitudes
> with res
On Wed, Dec 28, 2011 at 3:04 PM,
> Local Weather is now (almost) in the shape I would like to see in the
> release, and I've worked quite a bit through the list of issues:
Great!
>> 4) Clouds now appear to be loaded in discrete lumps when they come into
>> visual range rather than gradually be
Local Weather is now (almost) in the shape I would like to see in the
release, and I've worked quite a bit through the list of issues:
> 1) Local Weather places clouds at the wrong altitude.
I've corrected that.
> 2) The GUI is not consistent with the system (I will fix that)
A new gui combine
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