Re: [Flightgear-devel] alternative terrain engine integration

2005-01-11 Thread Manuel Massing
Hello,

  Would that be possible? What is the policy for gainining
  CVS write access to the fgfs repository?

Hmm, apparently the thread died an abrupt dead, so I humbly
ask again:

What can I do to gain CVS access? If you have any reservations
or further questions about the project, please let me know.

thanks,

 Manuel

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[Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Manuel Massing
Hi,

I want to start to integrate an alternative terrain engine 
with flightgear 
(http://baron.flightgear.org/pipermail/flightgear-devel/2004-September/030853.html)

For this, I need to adapt flightgear to use an abstract terrain API, which
will encapsulate the current and new terrain engine transparently. 

As this will involve some (mostly small) changes all over the place, it would 
be great if I could work on a CVS branch.
 
Would that be possible? What is the policy for gainining
CVS write access to the fgfs repository?

Of course, I will post planned changes on the mailing lists for 
discussion, but I want to get the bureaucratic stuff sorted out first :-)

cheers,

 Manuel

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Re: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Erik Hofman
Manuel Massing wrote:
Hi,
I want to start to integrate an alternative terrain engine 
with flightgear 
(http://baron.flightgear.org/pipermail/flightgear-devel/2004-September/030853.html)
That's great, I already wondered what happened to that project. This 
would really be a great addition for FlightGear.

For this, I need to adapt flightgear to use an abstract terrain API, which
will encapsulate the current and new terrain engine transparently. 
As I understood you where using your own SceneGraph engine, what would 
be the best way to handle this;

1. Adding a SceneGraph API
2. You change your code to use plib
3. FlightGear starts to use your SceneGraph library
As this will involve some (mostly small) changes all over the place, it would 
be great if I could work on a CVS branch.
Hmm, I've seen work on branches and they have their pro's and con's. I'm 
not sure I like branches all that much.

Would that be possible? What is the policy for gainining
CVS write access to the fgfs repository?
Curtis?
Erik
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RE: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Norman Vine
Manuel Massing wwrites:
 Sent: Monday, January 10, 2005 7:33 AM
 To: flightgear-devel@flightgear.org
 Subject: [Flightgear-devel] alternative terrain engine integration
 
 
 Hi,
 
 I want to start to integrate an alternative terrain engine 
 with flightgear 
 (http://baron.flightgear.org/pipermail/flightgear-devel/2004-September/030853.html)
 
 For this, I need to adapt flightgear to use an abstract terrain API, which
 will encapsulate the current and new terrain engine transparently. 
 
 As this will involve some (mostly small) changes all over the place, it would 
 be great if I could work on a CVS branch.
  
 Would that be possible? What is the policy for gainining
 CVS write access to the fgfs repository?
 
 Of course, I will post planned changes on the mailing lists for 
 discussion, but I want to get the bureaucratic stuff sorted out first :-)
 
 cheers,
 
  Manuel
 
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RE: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Norman Vine
Manuel Massing writes:
 
 I want to start to integrate an alternative terrain engine 
 with flightgear 
 (http://baron.flightgear.org/pipermail/flightgear-devel/2004-September/030853.html)
 
 For this, I need to adapt flightgear to use an abstract terrain API, which
 will encapsulate the current and new terrain engine transparently. 

 Apologies for my earlier empty msg 

I think an abstract Terrain API is a great idea however please
keep in mind that FlightGear uses a round earth model and that 
this should be reflected in any FGFS Terrain API

Is this methodology you want to integrate ?
http://cg.cs.uni-bonn.de/docs/publications/2004/wahl-2004-scalable.pdf

Cheers

Norman

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Re: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Manuel Massing
Hello Erik,

 That's great, I already wondered what happened to that project. This 
 would really be a great addition for FlightGear.

Unfortunately I am studying and currently try to compensate for the tremendous
lazyness of my past semesters :-) So that project had to wait for the
christmas break. 

 As I understood you where using your own SceneGraph engine, what would
 be the best way to handle this;

 1. Adding a SceneGraph API
 2. You change your code to use plib
 3. FlightGear starts to use your SceneGraph library

I am not yet sure what the best solution will be, but I want to
either:

 1) Wrap it into a plib scenegraph node
 2) Abstract out the scenegraph and only offer a render() method,
which would just render to the current OpenGL context.

I prefer the second method, because of the simplicity of the interface;
implementation-wise the difference is small, it's more of a design question 
at what level the rendering should be encapsulated. IMO the earlier, the
better (i.e. simpler). 

 Hmm, I've seen work on branches and they have their pro's and con's. I'm 
 not sure I like branches all that much.

I think in this case a branch makes a lot of sense, because otherwise the
modifications would greatly disturb the main-branch; or I would be forced 
to hold back a gigantic monolithic patch until codingtesting has finished,
which would leave me without version control (and others wouldn't be able to
test or contribute). 

bye,

 Manuel

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RE: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Richard Bytheway
 
 I think in this case a branch makes a lot of sense, because 
 otherwise the
 modifications would greatly disturb the main-branch; or I 
 would be forced 
 to hold back a gigantic monolithic patch until codingtesting 
 has finished,
 which would leave me without version control (and others 
 wouldn't be able to
 test or contribute). 
 
If my memory serves, previous big changes to the codebase have been handled 
by having a conditional compilation option which switches on the new code (and 
switches off some old code if needed) and putting all changes in CVS HEAD. This 
allows people to try it if they want to, and avoids what I understand is the 
main problem of CVS branches, which is reintegration when it is complete.

Richard


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Re: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Norman Vine schrieb:
 Manuel Massing writes:
 
I want to start to integrate an alternative terrain engine 
with flightgear 
(http://baron.flightgear.org/pipermail/flightgear-devel/2004-September/030853.html)

For this, I need to adapt flightgear to use an abstract terrain API, which
will encapsulate the current and new terrain engine transparently. 
 
 
  Apologies for my earlier empty msg 
 
 I think an abstract Terrain API is a great idea however please
 keep in mind that FlightGear uses a round earth model and that 
 this should be reflected in any FGFS Terrain API

Probalby the easiest way would be to create an independant program
first, that communicates with FGFS via the network api.

This works currently for multi monitor (=machine) setups.

And when the new rendering engine is capable enough to work in such a
situation we can integrate it.

The benefit is a very fast start on the rendering side - w/o much needed
internal FGFS knowledge and w/o the need to synchonize development at
the beginning.

CU,
Christian
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RE: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Norman Vine
Manuel Massing writes:
 
  I think an abstract Terrain API is a great idea however please
  keep in mind that FlightGear uses a round earth model and that
  this should be reflected in any FGFS Terrain API
 
  Is this methodology you want to integrate ?
  http://cg.cs.uni-bonn.de/docs/publications/2004/wahl-2004-scalable.pdf
 
 yes, that's it.

In the paper this appears to be based on a 'flat Earth' model 
i.e. lon lat are taken to be simple X, Y or Cos(medianX)*X,Y

Perhaps I am missing something or you have extended the engine 
since this was written ?

Are you folks familiar with this work
http://globe.sintef.no/documentation/projection.html

Cheers

Norman

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RE: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Norman Vine
Norman Vine writes:
 
 In the paper this appears to be based on a 'flat Earth' model 
 i.e. lon lat are taken to be simple X, Y or Cos(medianX)*X,Y

ooops ...
i.e. lon lat are taken to be simple X, Y or Cos(medianY)*X,Y

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Re: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Manuel Massing
Hi,

 If my memory serves, previous big changes to the codebase have been
 handled by having a conditional compilation option which switches on the
 new code (and switches off some old code if needed) and putting all changes
 in CVS HEAD. This allows people to try it if they want to, and avoids what
 I understand is the main problem of CVS branches, which is reintegration
 when it is complete.

I don't exactly need to do big changes (as in many LOC), but some intrusive
and scattered ones. Conditional compiles would be a _major_ hassle to this
end. OTOH, I have never had any notable trouble merging branches...

bye,

 Manuel

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RE: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Norman Vine
Norman Vine wrote:
 
 Manuel Massing writes:
  
   Is this methodology you want to integrate ?
   http://cg.cs.uni-bonn.de/docs/publications/2004/wahl-2004-scalable.pdf
  
  yes, that's it.
 
another interesting read from this project :-)
http://cg.cs.uni-bonn.de/docs/publications/2004/harabasz-2004-out-of-core.pdf

Cheers

Norman

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Re: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Manuel Massing
Hi Norman,

 In the paper this appears to be based on a 'flat Earth' model
 i.e. lon lat are taken to be simple X, Y or Cos(medianX)*X,Y

 Perhaps I am missing something or you have extended the engine
 since this was written ?

I don't remember if this was mentioned in the paper, but we use
vertex shaders to simulate earth curvature (but could also be done
on the CPU). The underlying datasets are projected; for whole earth
visualisation, we split the earth into UTM zones (transverse mercator
projection). This is important in order to limit map distortions and to 
retain valid error bounds for our elevation and texture data. 
I would have to look at the projection you mentioned, but I don't think it
would be very well suited for our engine; because of its global nature there 
will inevitably be areas of high distortion. Additionally, the fact that a
single landsat-textured UTM zone is a few 100 MB in size makes a monolithic
global dataset unpractical.

 Are you folks familiar with this work
 http://globe.sintef.no/documentation/projection.html

bye,

 Manuel

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Re: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Manuel Massing
Hello Christian,

 Probalby the easiest way would be to create an independant program
 first, that communicates with FGFS via the network api.

 The benefit is a very fast start on the rendering side - w/o much needed
 internal FGFS knowledge and w/o the need to synchonize development at
 the beginning.

Thanks for the suggestion, but as the rendering engine is (mostly)
finished, there will be not too much developemnt effort on this side
(hopefully! :-)).

Given the entangledness of the simulation with terrain handling,
I don't think externalizing it via the network would be any easier... 
you would still have to set the same hooks, regardless if you couple via C++
API or the network.

bye,

 Manuel

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