On Friday 15 February 2008 17:08, Melchior FRANZ wrote:
> * R. van Steenbergen -- Friday 15 February 2008:
> > Melchior FRANZ wrote:
> > > ...you could abuse that by
> > > launching an invisible, lightweight, and very fast submodel,
> > > and check where and at which altitude it lands.
> >
> > Don't they call that 'radar' in real life? :) (The very fast,
> > lightweight submodels being microwave photons in that case)
>
> Hehe, yes. Except that ours don't come back. And I'm not sure
> if they collide with static/random buildings. They hardly do
> with trees. Hmm ... cows?
>
> m.

Markus Zojer has used this technique for the TFA functions in the 
B-1B.  I had a look at it and experimented with it when I wanted to 
add TFA to a couple of aircraft I've done - it's a very appealing 
approach because it's almost like simulating a real radar.

I had a play with the technique but hit some problems with it, 
mainly because the trajectory of the submodels is fixed to the 
pitch of the aircraft.  I found it fine while the aircraft was in 
level flight but I hit some issues when the aircraft was pitched up 
or down to any significant degree and in the end I decided to use 
the Nasal geo functions instead.

As I mentioned previously, the geo functions do interact with static 
buildings and structures, as long as the scanning scheme has a high 
enough resolution to ensure sampling them - I haven't tried with 
random objects though - still on OSG 2.2 here and the performance 
hit when using OSG_DATABASE_PAGER_DRAWABLE=VertexArrays is too 
great here.

I have noticed that pylons are not detected and I would doubt that 
trees are detected either, presumably because they have no area.  
The pylons are made with line objects that have no width and the 
trees, at least in plan, also have no width, so it'll be very 
unlikely to hit the exact point where they are in any scanning 
scheme.  Adding a transparent horizontal plane poly to the top of 
these objects probably would make it work, but not only would it 
increase the render load but also probably introduce more 
transparency render artifacts and ordering issues.

LeeE

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