> At least one of us is confused about how things are structured. Heh. I mean if You add some model with great sphere in it, without addition things, all who have that model installed will see part of giant sphere in the sky or whole sphere.
> I have no idea what you mean by the distinction of Nasal being on a local > level and the core on a global level. If you look into /Nasal/, you find > scripts like multiplayer.nas, tanker.nas or redout.nas which are available > whatever aircraft you have installed or whatever aircraft you are in - > just as the core, they are part of every Flightgear session. I mean that because if You will add that sphere on Nasal level only then "main" terrain engine would continue to work and would produce great lags on most of computers. And because there's need to do something with that on C level then it's easier to make whole engine on it. Even if it's simple textured sphere, it's gotta be on terrain engine level anyway, that's why I call it so. > If that would happen, it would be very nice. It also would be nice if > people would send me their GPL-compatible photographs of Cb clouds so that > I could improve my thunderstorm textures which are rather lousy at the > moment. It would also be nice if people would pool their resources to > create a nice GPL-compatible database of aerial images so that we'd have > raw material for texturing. I had seen some photos of that type on CC license only, and they allows to use in some CC project only one texture from that site, and with additional restrictions. I suppose it's easier to make own photos. Dunno why. Maybe because there's a lot of selfish guys in outer world. > All that doesn't just seem to happen... so I have to make do with what > happens. It's a bit up to you - if you can get off a demo of a nice Earth > view from space using existing technology, the likelihood of getting more > people interested in working on the issue increases. If you wait for the > best solution to be implemented up front, you may be lucky, but it also > may be a long wait. Honestly, I do not know if number of interested people would increase. Anyway, I do not ask, only tell what's needed. It's not "please do that" or "I order You to do that" thing. If simple "if...then" stating of fact. In case there is no one who even could or want to tell where start to look about how to switch current engine off, in month after first question in devel list, then it's unreasonable to make such personal attempts. It will not be helped on case of need, and may get some resistance instead. Too risky. And it needed only in "Vostok", X-15, and other projects of that type really. I suppose there's about ten of people who even started "Vostok" and approximately so who get high enough on X-15. Only we two of that guys have interest to even talk about how to make it better now. It's too few to make serious work in that means reasonable. So I put that aside for a while. Better to make something else what could become a bit more popular and make FG bit more popular. So for now I already focused my mind on another project. Maybe in time I will look into that terrain engines stuff personally, maybe not. For now surely not. > Cheers, > > * Thorsten Cheers, * Victor ------------------------------------------------------------------------------ Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel