> 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). Someday, we also might want to have winds aloft data for one to
> many locations and altitudes, so it might be worth to think

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 internally storing the interpolated wind (wind at aircraft
location and altitude based on all available 3d interpolation points), the
current wind (interpolated wind after local boundary layer correction and
gust effects), the interpolated surface wind at current location and the
current surface wind at current location.

May I suggest a subfolder /environment/surface (and possible subfolders
/environment/location[i] in case a location other than aircraft position
is needed?

/environment/surface/ could then contain

surface-base-wind-speed-kt
surface-base-wind-direction-deg
surface-actual-wind-speed-kt (for gusts)
surface-actual-wind-direction-deg (for variable winds)

In addition we could maybe use

effective-cloud-coverage-octas (how much is covered by the sum of all
relavant layers)
wetness-flag (boolean - in case we want to use wetness-dependent textures)
snow-level-ft
...? What would shader people like to use?

> I hope we find a way to integrate "global weather" and "local weather"
> into just "weather" one day which provides the full range, from simple
> 2d-layered clouds without shaders to the full-sized weather model in
> just one system. Hopefully not with a plain Nasal implementation, but by
> using existing and new FlightGear systems and Nasal.

I wouldn't have any problems with that. It's just difficult for me to
imagine how it would look like, as the philosophy is rather different.
Although the boundaries become more and more blurry since now both systems
refer to the same set of cloud textures and to the same rendering system.
If anyone has a vision how the finished product should look like, please
let me know :-)

By the way, Torsten, could you clarify the status of

--prop:/environment/terrain/area[0]/enabled=1

to start the terrainsampler in 2.6 - will this be needed at startup (i.e.
should I re-activate the check at startup if this is on), or will the
sampler be available automatically, i.e. can I assume that the system will
be available?

* Thorsten


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