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 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
On Wed, Dec 28, 2011 at 3:45 PM, Stuart Buchanan wrote:
On Wed, Dec 28, 2011 at 3:04 PM, thorsten.i.renk wrote:
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 -
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
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 can
Hi Curt!
Curtis Olson curtol...@gmail.com 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
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
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
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 no
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 when
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).
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 combines
On Wed, Dec 28, 2011 at 3:04 PM, thorsten.i.renk wrote:
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
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 respect to a
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