Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Chris Metzler
On Wed, 12 Jan 2005 00:06:17 +
Jon Stockill wrote:

 3. From this we'll generate an archive of scenery models (this may or 
 may not be broken down into scenery areas - it depends on the size), and
 
 the objects tree, which is likely to be broken down into the standard 10
 
 degree square scenery chunks - to use it you'd download the chunks that 
 match your scenery, and the model archive.

Oh!  I get it now (I think) -- so your plan is not to necessarily
distribute objects (e.g. a dload of the Eiffel Tower) or unified groups
of objects (e.g. a dload of the buildings at Orly), but instead
portions of the Scenery/Objects tree that have been fleshed out
with the uploaded objects (e.g. a dload of Scenery/Objects/e000n40).
If someone uploads the Sears Tower, another person would dload it
not by dloading the Sears Tower, but by dloading the 10x10 or 1x1
scenery chunk that contains it, which might also contain other
objects (shared or static) that people have uploaded.  Right?
That's a neat idea -- I hadn't been thinking in terms of that
paradigm at all.  I'd been thinking just in terms of the way the
other FS dload sites do it, which make sense for e.g. MSFS but
is probably not the best way to proceed for FG.

One other possibility you might wanna consider is allowing uploads/
dloads of terrain (e.g. tiles modified through fgsd).  I don't know
what the best way to handle this is, especially given the possibility
of conflicts with later official terrain builds.  I have objects
I've placed where if I put them at their GPS-measured coordinates,
they'd be in water, because the river's a quarter-mile off its
correct location.  It'd be nice to be able to pass along fixed-up
tiles.  Anyway, just a thought.

-c

-- 
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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Chris Metzler
On Wed, 12 Jan 2005 07:13:46 + (UTC)
Martin Spott wrote:
Chris Metzler wrote:

 So to make sure I'm getting it, your plan is to have an FTP site
 for uploads and the website for dloads (what's the procedure for
 stuff making it over from one to the other)?
 
 Well, what would you expect us to do ?

I have no idea; that's why I asked.


 I believe we won't ask for
 everyone's approval before placing an object on the website 

Of course.  I was simply curious whether stuff would get automatically
moved over, or whether you had plans to test out the robustness of
contributions beforehand (which seems liked it could evolve into a
huge task), and how you might resolve conflicting contributions
(someone uploads and object that someone else has already done), and
things like that.


-c

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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Chris Metzler
On Wed, 12 Jan 2005 00:09:43 +
Jon Stockill wrote:

 Chris Metzler wrote:
  Oh, one other thing.  If the plan is to combine Jon's UK info with
  info submitted by others to develop a model location database, you
  might find my post from that Scenery thread interesting -- it's
  something I'm willing to contribute annually or whatever . . .
 
 I would imaging it should be fairly easy to import that information 
 automatically, assigning appropriate models based on the description. If
 
 these are put into their own group then it also becomes easy to remove 
 them from the database before importing an updated version - I'd 
 definitely be interested.


I already have a python script for pushing the magic carpet around
from lat/lon to lat/lon in FG for extracting ground elevations.  If
it seems to you like a reasonable thing for me to do, I'll start
generating ground elevations for chunks of this dataset?  There
are over 100,000 objects in the FAA's Digital Obstruction File, so
it's bound to take a while.  If there's an ASCII format you'd
prefer to get the data in, I'd like to see a line or two of it so
that I can send stuff to you in a way that's simplest for you.
Also, if there's a particular subset of the data (e.g. cooling
towers) you'd like to see first, that's easy enough to do as well.

-c

-- 
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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Robicd
Hi Chris,
SGI bitmap format that FlightGear uses.  For making models, the
apps that are popular on Linux (Blender, AC3D) are cross-platform,
and other apps that are available to Windows users but not to Linux
users (e.g. 3DSMax) will work as well.
I'm trying out AC3D, would you suggest that?

I'd love to know that it's not a complete waste of time insisting in 
using this OS, so ... Who is still maintaing world sceneries? Should I 
contact someone in order to coordinate the efforts?
It depends on what you're really asking here.  Curtis Olson builds
and maintains the official terrain, and keeps the official ground
scenery that's distributed with that terrain.  At present, that ground
...
other.  Hopefully Curt or Erik or David or someone else more
knowledgeable than I am will comment on this.
I'd like to include buildings of the city I leave in. I'm not in the 
mood of filling the terrain area with trees or randomly generated 
buildings. I'd like to (virtually) fly over my city and recognize 
villas, the City Hall, the Cathedral, maybe the Football Stadium and so on.


If OTOH you're not asking about official inclusion into FlightGear,
Please slow down. I'm just starting at collecting informations here, in 
order to decide if and how is it possible to contribute to the scenery. 
If that will be including my work into the official F.G. release is not 
even taken into account right now. It's too early. I will be happy if I 
succeed in adding a single realistic 3D object into an official scenery 
and if I get to correct (and I mean here: correct not modify) any 
costline or wrong height of the terrain of the city I leave into.


but rather about efforts by users and developers to create ground
scenery and share it amongst each other
That's more my point of view (at least now). I consider it a good 
starting point.


Well, there are two issues.  The first is that the .bgl format used
for MSFS is pretty hard to break down into models.
That's a pity. I was confident I could use such files, that closes a 
promising scenario :-(
Anyway I'll investigate further.


The second, more important issue is that of licensing.  While one
could certainly use such scenery oneself, or (in the case of the
freeware stuff) distribute it to other interestedFlightGear users
independent of FlightGear, it almost always couldn't be distributed
*with* FlightGear, even if free.  The problem is that nearly all
freeware comes with a license that is incompatible with the one that
FlightGear uses (the GPL).  The GPL doesn't place restrictions on what
people do with the software once they've obtained it.  In particular,
if they wanna sell or re-sell it, they can.  Nearly all freeware
comes with a restriction preventing any commercial use.  That's
incompatible with the GPL.
That could be not an issue if the original creator of the .bgl releases 
the F.G. converted file under GPL too. Just an idea :-)

Roberto


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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Martin Spott
Chris Metzler wrote:

 Oh!  I get it now (I think) -- so your plan is not to necessarily
 distribute objects (e.g. a dload of the Eiffel Tower) or unified groups
 of objects (e.g. a dload of the buildings at Orly), but instead
 portions of the Scenery/Objects tree that have been fleshed out
 with the uploaded objects (e.g. a dload of Scenery/Objects/e000n40).
 If someone uploads the Sears Tower, another person would dload it
 not by dloading the Sears Tower, but by dloading the 10x10 or 1x1
 scenery chunk that contains it,

Not the whole scenery chunk - you still get this from the well-known
places. We are going to distribute everything that is necessary to
_add_ the models to the existing scenery. This includes everything that
belongs to the model itself (geometry, XMS description, texture,
whatever this might be) plus a copy of the updated .stg file.
As we store _everything_ in the database we are very flexible when it
comes to create a 'collection' of objects for a specific scenery chunk
and we are able to create the respective .stg file on the fly -
depending on what's in there.


 One other possibility you might wanna consider is allowing uploads/
 dloads of terrain (e.g. tiles modified through fgsd).

This is not as easy as it sounds because you'd have to redo the tiles
on every scenery update. The right way to incorporate manual scenery
changes would be to parametrize these changes and provide a method
to add them to the automatic scenery build.
Typically this sort of undertaking is called GIS - Geographic
Information System (like GRASS). Currently there is one drawback as the
available OpenSource database add-ons (PostGIS, this is one reason why
I love PostgreSQL so much) can handle 2D objects of almost any type
really fine (it's fun so see a map being drawn out of a database) but
they don't handle elevation data.

We might start this by putting roads, railways, rivers and lakes into
such a database to allow for manual tweaking if someone is willing to
add a PostGIS interface to the TerraGear toolbox - and Curt agrees on
to proceed on this path 

Martin.
-- 
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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Martin Spott
Chris Metzler wrote:

 Of course.  I was simply curious whether stuff would get automatically
 moved over, or whether you had plans to test out the robustness of
 contributions beforehand

We're going to implement a 'filter'. Every object that survives a
test-run and appears to make sense will be applied to the database. We
probably will increase the amount of automation as time proceeds,

Martin.
-- 
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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Martin Spott
Chris Metzler wrote:

 I already have a python script for pushing the magic carpet around
 from lat/lon to lat/lon in FG for extracting ground elevations.  If
 it seems to you like a reasonable thing for me to do, I'll start
 generating ground elevations for chunks of this dataset?

In the long run starting FG just for getting elevation numbers is a bit
too much of overhead. I already 'triggered' Fred Bouvier if he'd agree
to extract a portion out of his FGSD - and with a bit of luck he gives
us a hand  ;-)

Martin.
-- 
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Re: [Flightgear-devel] Re: Real weather fetch

2005-01-12 Thread Erik Hofman
Pablo J. wrote:
Hi Everyone!
Regarding real weather processing from live METAR reports, please
consider providing the capability to load the weather conditions from
a file, not only from live stations.
It may be possible for someone to wish to fly FGFS right now but using
the actual weather from some day in the past, and those particular
conditions are available through the respective METAR file. That
capability will allow for example, that someone take-off from his
local airport with the stormy and rainy nigth conditions from four
days ago, just right now that the sun is shinning!!
Please discard this posting if this capability is already present,
It's not present at the moment. Something similar has been mentioned 
though but I assume it's not high on anybodies priority list.

I've no time to try even the real weather fecth by myself.
You don't have time to add th following to your command-line?
--enable-real-weather-fetch
Erik
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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Jon Stockill
Chris Metzler wrote:
I already have a python script for pushing the magic carpet around
from lat/lon to lat/lon in FG for extracting ground elevations.  If
it seems to you like a reasonable thing for me to do, I'll start
generating ground elevations for chunks of this dataset?  There
are over 100,000 objects in the FAA's Digital Obstruction File, so
it's bound to take a while.  If there's an ASCII format you'd
prefer to get the data in, I'd like to see a line or two of it so
that I can send stuff to you in a way that's simplest for you.
Also, if there's a particular subset of the data (e.g. cooling
towers) you'd like to see first, that's easy enough to do as well.
Actually, I have a script which measures ground elevation in just the 
way you mention, and all objects are inserted into the database with an 
elevation of -, these are then batch updated by the script - this 
isn't to say that you couldn't submit it complete with heights though 
(although it'd make sense to ensure we're using the same scenery version).

Before I moved to using the database I held all this info in plain text 
files, 1 record per line, with colon seperated fields. Lat/Lon was 
combined into a single position field (space seperated) so that the same 
field can also be used for grid references. So you'd have:

lat lon:elevation:heading:model
or
gridref:elevation:heading:model
Importing data formatted like that is incredibly simple.
--
Jon Stockill
[EMAIL PROTECTED]
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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Robicd
Hi Ampere,
 AC3D is a basic 3D modeller wich works with .ac files. It seems easy 
though
 not very stable. There's a free trial version. I will find out if
 registering is worth. Any other suggestions?


 Since you have experience with 3D Studio, you may want to use GMax:
 http://www4.discreet.com/gmax/

 It has all the functionality you will ever need.  Best of all, it 
doesn't need any money.

That's good, seems pretty much more powerfull then AC3D. But no, I was
used to 3D Studio (old Dos version) not to 3DS-Max whose interface style
is very similar to the GMax one. Anyway, GMax has plenty of docs and I
will mainly use only basic tools (it's good to see that boolean
operations are fully implemented, AC3D doesn't).
...
1st problem: GMax does import 3ds files but does not export, should I 
get some additional sort of plugin? How do you do that?

   thx,
 Roberto
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[Flightgear-devel] Re: Real weather fetch

2005-01-12 Thread Melchior FRANZ
* Pablo J. -- Wednesday 12 January 2005 01:23:
 Regarding real weather processing from live METAR reports, please
 consider providing the capability to load the weather conditions from
 a file, not only from live stations.
 
 It may be possible for someone to wish to fly FGFS right now but using
 the actual weather from some day in the past, and those particular
 conditions are available through the respective METAR file.

Let's wait for that someone to speak up. Why bother if (s)he does maybe
not even exist.



 That capability will allow for example, that someone take-off from his
 local airport with the stormy and rainy nigth conditions from four
 days ago, just right now that the sun is shinning!!

For that you would need METAR sets for several stations and for several
moments in time. It would have to support recorded weather for a flight
from, let's say, KSFO to KJFK. I don't see a way to integrate something
like this in fgfs.

The best we can do, is to modify the METAR system to send a query
to the property system (KSFO at time) and to expect a matching METAR
string as a response within a few seconds, otherwise to fetch the data
from the net. It'll then be in the responsibility of Mr(s). Someone
to feed recorded METAR strings to fgfs via telnet/socket.

Or, to make the fetch address settable, so Someone can set up a
webserver that delivers old data. Recording METAR strings is *very*
simple and can be done with a few lines of bash.

m.

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[Flightgear-devel] Re: Real weather fetch

2005-01-12 Thread Melchior FRANZ
* Melchior FRANZ -- Wednesday 12 January 2005 12:18:
 * Pablo J. -- Wednesday 12 January 2005 01:23:
  Regarding real weather processing from live METAR reports, please
  consider providing the capability to load the weather conditions from
  a file, not only from live stations.

 Or, to make the fetch address settable, so Someone can set up a
 webserver that delivers old data. Recording METAR strings is *very*
 simple and can be done with a few lines of bash.

I'll started to write a proxy server that delivers old METAR data. All you
have to do is to set proxy host and port. No need for any changes in fgfs.

m.

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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Ivo
On Tuesday 11 January 2005 22:24, Robicd wrote:
 That's a pity. I was confident I could use such files, that closes a
 promising scenario :-(
 Anyway I'll investigate further.

I tried converting .BGL files and extracting models from it about a year 
ago, without much luck. I had some success with simple buildings like flats 
and hangars, but as soon as it got a little complicated, it failed. Don't 
remember exactly which tools I used, but you might have a look at SCASM, 
SCDIS and ppe IIRC.

 That could be not an issue if the original creator of the .bgl releases
 the F.G. converted file under GPL too. Just an idea :-)

I mailed one of the authors of a 3rd-party MSFS scenery if he could just 
mail me the 3D models and textures. He refused because he didn't want the 
plain models to be spread around (?!?). But anyway, you could try the same. 
Maybe somebody else doesn't mind as long as he gets proper credit and it's 
put under the GPL.

--Ivo


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Re: [Flightgear-devel] Re: Real weather fetch

2005-01-12 Thread David Megginson
On Wed, 12 Jan 2005 12:18:18 +0100, Melchior FRANZ [EMAIL PROTECTED] wrote:

 For that you would need METAR sets for several stations and for several
 moments in time. It would have to support recorded weather for a flight
 from, let's say, KSFO to KJFK. I don't see a way to integrate something
 like this in fgfs.

No biggie -- I used to do it in MSFS all the time.  You can download
all the world's METARs as one big file.  Just specify the file you
want, and you're good to go (and either change it every hour, or teach
FlightGear when to look for the next one).


All the best,


David

-- 
http://www.megginson.com/

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[Flightgear-devel] Re: Real weather fetch

2005-01-12 Thread Melchior FRANZ
* David Megginson -- Wednesday 12 January 2005 14:34:
 You can download all the world's METARs as one big file.

Where? noaa.gov?



 or teach FlightGear when to look for the next one).

FlightGear does already know when and where to look for data, and it has
a working interface. It's the responsibility of the metar server to deliver
the right data.

m.

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Re: [Flightgear-devel] Re: Real weather fetch

2005-01-12 Thread David Megginson
On Wed, 12 Jan 2005 15:01:28 +0100, Melchior FRANZ [EMAIL PROTECTED] wrote:

 * David Megginson -- Wednesday 12 January 2005 14:34:
  You can download all the world's METARs as one big file.
 
 Where? noaa.gov?

ftp://weather.noaa.gov/data/observations/metar/cycles/


All the best,


David

-- 
http://www.megginson.com/

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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Martin Spott
Robicd wrote:

 If OTOH you're not asking about official inclusion into FlightGear,
 
 Please slow down. I'm just starting at collecting informations here, in 
 order to decide if and how is it possible to contribute to the scenery. 

I see no point why it should not be possible to contribute. Go ahead,
everything that adds characteristica to the FlightGear scenery and
makes some sense is welcome,

Martin.
-- 
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[Flightgear-devel] Re: Real weather fetch

2005-01-12 Thread Melchior FRANZ
* Martin Spott -- Wednesday 12 January 2005 16:11:
*  Melchior FRANZ wrote:
  One has then only to start fgfs with a time for which the cache has METAR 
  data
  available, and there we go.  :-)
 
 Would it make sense to couple this to '--start-date-lat=' ?

That's what I'm currently working on. I'll sneak in a header that sends the
fgfs-world-time. This won't disturb noaa, but can be used by the proxy.

m.

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Re: [Flightgear-devel] Re: Real weather fetch

2005-01-12 Thread David Megginson
On Wed, 12 Jan 2005 15:53:31 +0100, Melchior FRANZ [EMAIL PROTECTED] wrote:

 Thanks! I'll let the metar proxy download the requested files from there
 to $FG_HOME/metar/day/[0-9][0-9]Z.TXT and serve the most appropriate metar
 data string to fgfs via the normal NOAA lookup mechanism (via HTTP). One has
 then only to start fgfs with a time for which the cache has METAR data
 available, and there we go.  :-)

There's one gotcha -- the file for the current cycle is usually
incomplete (the file grows as reports are collected), so you always
want the previous one as a backup.


All the best,


David

-- 
http://www.megginson.com/

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Re: [Flightgear-devel] I have a GMax 3D model, help me exporting to 3ds file format

2005-01-12 Thread Oliver C.
On Wednesday 12 January 2005 16:19, Roberto Inzerillo wrote:
 Hi all, I made a little 3D model (representing a Villa in my city) with
 GMax but I can't export it to 3ds file format (basic GMax packet does not
 include that function).
 Does anybody have the 3ds export plugin, can you please convert it for me
 so that I import the model with proper lat/long/alt into the F.G. scenery
 set?

  Thx,
 Roberto

I don't know about a 3ds export plugin for GMax, but what you could use now
is a MD3 export plugin for GMax:
http://mojo.gmaxsupport.com/Sections/Plugins.html


After you have your 3d model in MD3 format you can import it in Blender
www.blender.org 

with the MD3 import Script for Blender:
http://www.icculus.org/~phaethon/q3/md3import/md3import.html

In Blender you can then export it to the AC3D *.ac  file format and use 
it for FlightGear.

Hope that helps.

Best Regards,
 Oliver C.



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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Martin Spott
Norman Vine wrote:

 PostGIS can be used to serve a WFS or WCS that is built on top
 of the UMN Mapserver which will handle 'z' values just fine.

Right, but this doesn't picture all the required features in this case.
If we would erect a repository for manual scenery changes we would need
to edit elevations inside the current data. To my knowledge, Mapserver
is only one-way.
This still doesn't prevent us from using a database to refine roads
and other data of this sort. I'll think about that after we've got the
scenery objects repository running 

Martin.
-- 
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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-12 Thread Martin Spott
Christian Mayer wrote:

 Nowadays you can solve navier stokes in real time in your graphics
 hardware...

 as long as you don't need your graphics hardware for other
purposes I think - like displaying FlightGear  ;-)

Martin.
-- 
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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread [EMAIL PROTECTED]
Martin:

If I can assist you by providing space on my ftp site I'll be happy to do
so.  (I currently mirror the flightgear code.  It's updated
automatically from them by some sort of magic that I don't fully
understand, but Curtis does. grin!)


There is also a  private upload area in that server for special folks to
upload into. It's not accessable without a password, and only a very few
folks have it.  I then can xfer what's in that directory into a public
accessable area manually if needbe.


  ftp://kingmont.com


jj

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Re: [Flightgear-devel] Couple of issues

2005-01-12 Thread Pablo J.
Logging tool

wxWidgets has some nice logging features that we could mimic like being able 
to log to different locations based on the platform. (stderr, streams, gui,  
a widget inside app, null)

Paul please consider using Log4cxx
(http://logging.apache.org/log4cxx/), from the Apache Software
Foundation, very similar to Log4J (the foundation). It has runtime
configuration capabilities without recompiling the whole application.
You can change the logging level, have several destinations at once,
change the destinations, etc. at runtime by means of a config file.

I don´t doubt about the logging capabilities of wxWidgets, but I think
Log4cxx has a strong backend (ASF), good documentation and
implementation and has very spread used.

Pablo J. Rogina

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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Martin Spott
Christian Mayer wrote:

 If you look at the bottom of the map (the blue bar) that you'll see
 there the data source: Tele Atlas NV in your case.

Hey, their map coordinates are not that bad. This is the location I got
via trial and error from 'www.terraserver.com':

  
http://www.multimap.com/map/browse.cgi?lat=49.024576lon=5.877158scale=25000icon=x

Still subject to refinements   I should get back to the TaxiDraw
workbench  ;-)

Martin.
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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Martin Spott
[EMAIL PROTECTED] wrote:
 Martin:
 
 If I can assist you by providing space on my ftp site I'll be happy to do
 so.

Thanks for your offer - currently I have about 300 GByte left, this
should last for a while  ;-)

Martin.
-- 
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RE: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Norman Vine
Martin Spott writes:
 
 Norman Vine wrote:
 
  PostGIS can be used to serve a WFS or WCS that is built on top
  of the UMN Mapserver which will handle 'z' values just fine.
 
 Right, but this doesn't picture all the required features in this case.
 If we would erect a repository for manual scenery changes we would need
 to edit elevations inside the current data. To my knowledge, Mapserver
 is only one-way.

Right

don't know if this would help or not with grids
http://www.vividsolutions.com/jump/main.htm

Norman

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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Christian Mayer
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Jon Stockill schrieb:

 Ah, www.multimap.com helped me to figure out my first coordinate:

 There's a windmill at:

 Location:Germany
 X:1294800m
 Y:6110700m
 Lat:48:12:51N (48.2142)
 Lon:11:37:52E (11.631)

 But how do I add it online to the database?
 (http://www.stockill.org/fgfsdb/objects.php)

www.terraserver.com helped even more. The detail is much worse (only
down to 8 meters are for free), but as they've got air pictures it's
easier to figure out the real position.

 You don't yet.
 
 Give me another week or so, and the scenery database should be at a
 stage where you can add your own objects to it.

OK. I've got some more coordinates now.

 Of course nobody has made a windmill model yet, although I need to do a
 model of a wind turbine (I assume you're talking about an old stye
 windmill, not a modern electricity producing wind turbine?

It's actually the modern variant (so it's called wind turbine then...)

We don't have a soccer stadium yet, do we?

CU,
Christian
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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Martin Spott
Christian Mayer wrote:

 We don't have a soccer stadium yet, do we?

I think there is one part of the SFO scenery,

Martin.
-- 
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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Lee Elliott
On Wednesday 12 January 2005 15:19, Roberto Inzerillo wrote:
   If OTOH you're not asking about official inclusion into
   FlightGear,
  
   Please slow down. I'm just starting at collecting
   informations here, in order to decide if and how is it
   possible to contribute to the scenery.
 
  I see no point why it should not be possible to contribute.
  Go ahead, everything that adds characteristica to the
  FlightGear scenery and makes some sense is welcome,

 No worry, I will go on :-)

 At the time I'm getting familiar with GMax for 3D modelling
 which is far superior to AC3D although it doesn't export to
 any directly usable file format. I guess I have to buy some
 more software in order to GMax export in 3DS format :-(
 Still I'm happy with GMax, it lets me build simple 3D
 buildings without much pain.

 Maybe there's someone out there who could import my GMax
 models and convert them to .3ds (having the right export
 module) and then send it back to me so that I import it in a
 proper position into an F.G. scenery. Anyone fitting those
 requirements is reading this post? Hello :-)

  Roberto

Does GMax have any object exporters?  That is, what formats can 
it save models in?

Personally, I use Realsoft3D for making my models and export them 
in .obj format.  I then import the .obj format models into AC3D 
(V3.6) to apply the textures and convert it into .ac format for 
FG.

LeeE

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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Paul Surgeon
On Wednesday, 12 January 2005 10:29, Martin Spott wrote:
  One other possibility you might wanna consider is allowing uploads/
  dloads of terrain (e.g. tiles modified through fgsd).

 This is not as easy as it sounds because you'd have to redo the tiles
 on every scenery update. The right way to incorporate manual scenery
 changes would be to parametrize these changes and provide a method
 to add them to the automatic scenery build.

Ideally all changes made to the terrain should be done at the source.
i.e. VMAP0 and friends
fgsd should be able to display, edit and save the vector data then use the 
terrgear generation tools to build the new tile and display the results.

One could have a live online central repository (db) that handles the storage.
fgsd can connect, request a tile of vector data for editing (The db can do 
some sort of locking on that tile to avoid simultaneous edits)
Once the user is finished they upload the changes for everyone to use.

Then when Curt builds the new scenery he just requests all the data from the 
updated DB.
Simple stuff. Now who's going to write it?  :P

Seriously though a system like this would be cutting edge in comparison to 
the MSFS route of having every author releasing their little updates which 
have to be downloaded and installed piece-by-piece with no garauntees that 
there will be no conflicts between various authors.
And boy-oh-boy do the MSFS community have problems with scenery conflicts!

BTW : Does anyone know of a free VMAP0 editor for Linux?

Paul

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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Martin Spott
Paul Surgeon wrote:

 Ideally all changes made to the terrain should be done at the source.
 i.e. VMAP0 and friends
 fgsd should be able to display, edit and save the vector data then use the 
 terrgear generation tools to build the new tile and display the results.
 
 One could have a live online central repository (db) that handles the storage.
 fgsd can connect, request a tile of vector data for editing (The db can do 
 some sort of locking on that tile to avoid simultaneous edits)
 Once the user is finished they upload the changes for everyone to use.
 
 Then when Curt builds the new scenery he just requests all the data from the 
 updated DB.
 Simple stuff. Now who's going to write it?  :P
[...]
 BTW : Does anyone know of a free VMAP0 editor for Linux?

As I already wrote we are heading for some sort of GIS application
here. Storage for VMAP0 data - at least parts of it, I don't know all
types of data that are covered by VMAP0 - could be the accomplished by
the mentioned PostgreSQL/PostGIS database. Visualization of such data
is easily done with QGIS, although for editing according to elevation
data we'd need another tool.

A PostGIS interface in FGSD might be a solution, but I don't think FGSD
is currently capable of handlint this sort of vector data at all (I
might be proven to be wrong here). We don't want a VMAP0-editor here,
let's stick to standard interfaces and formats wherever possible,
otherwise we are going to manouvre into a corner very soon,

Martin.
-- 
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RE: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Norman Vine
Paul Surgeon writes:
 
 On Wednesday, 12 January 2005 10:29, Martin Spott wrote:
   One other possibility you might wanna consider is allowing uploads/
   dloads of terrain (e.g. tiles modified through fgsd).
 
  This is not as easy as it sounds because you'd have to redo the tiles
  on every scenery update. The right way to incorporate manual scenery
  changes would be to parametrize these changes and provide a method
  to add them to the automatic scenery build.
 
 Ideally all changes made to the terrain should be done at the source.
 i.e. VMAP0 and friends

No,  you do not change the source as it is a 'known' entity
You make changes in a copy of the source perhaps stored in a different format

 fgsd should be able to display, edit and save the vector data then use the 
 terrgear generation tools to build the new tile and display the results.
 
 One could have a live online central repository (db) that handles the storage.
 fgsd can connect, request a tile of vector data for editing (The db can do 
 some sort of locking on that tile to avoid simultaneous edits)
 Once the user is finished they upload the changes for everyone to use.

This is exactly why we are discussing PostGIS
 
 BTW : Does anyone know of a free VMAP0 editor for Linux?

No,  but Jump does many things including talking to PostGIS
as doew/will uDIG JUMPS successor
http://udig.refractions.net/

and there are several VMAP0 to shapefile translators and PostGIS
understands shapefiles

HTH

Norman

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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Chris Metzler
On Wed, 12 Jan 2005 08:29:43 + (UTC)
Martin Spott wrote:
 Chris Metzler wrote:
 One other possibility you might wanna consider is allowing uploads/
 dloads of terrain (e.g. tiles modified through fgsd).
 
 This is not as easy as it sounds because you'd have to redo the tiles
 on every scenery update.

Right -- I'd commented elsewhere in this thread about how I'd spent
a lot of time fixing up a tile in fgsd (moving riverbanks, changing
ground poly materials, etc.), only to have to start over when a
new scenery update came out (and I needed the new scenery for that
tile because one of the TerraGear improvements fixed a glitch in an
runway in that tile).  It's still something people will do from
time to time; I note that Frederic seems to touch up some of the
default area tiles prior to releases, with the touched-up tiles
going into the release/CVS.  One probably would only need to re-edit
the tiles if the scenery update results in either a major change to
the tile (so that you're missing something important if you use an
old tile), or to the boundaries of the neighboring tiles (thus
creating a boundary mismatch if you use an edited old tile).  Anyway,
I think it'd be a good thing to offer.  But you're absolutely right
that editing the tiles this way isn't the best way to do it.


 The right way to incorporate manual scenery
 changes would be to parametrize these changes and provide a method
 to add them to the automatic scenery build.

I agree completely.


 Typically this sort of undertaking is called GIS - Geographic
 Information System (like GRASS). Currently there is one drawback as the
 available OpenSource database add-ons (PostGIS, this is one reason why
 I love PostgreSQL so much) can handle 2D objects of almost any type
 really fine (it's fun so see a map being drawn out of a database) but
 they don't handle elevation data.

OK, I'm very ignorant about this.  Is that a major limitation in that
it'd be very hard/time consuming for someone competent to adapt
PostGIS to include elevation data?  If you're currently up to speed on
this stuff, can you describe how hard it is *to* come up to speed on it
if you're not?  (IOW, how comparatively hard is it to figure out this
stuff)


 We might start this by putting roads, railways, rivers and lakes into
 such a database to allow for manual tweaking if someone is willing to
 add a PostGIS interface to the TerraGear toolbox - and Curt agrees on
 to proceed on this path 

I don't know anything about this stuff; but if I'm not working on the
Zope site (I don't see the point in redundant effort, and I do think
your approach of organizing the contributions in the same way as the
FG scenery makes more sense), I'd be willing to look into this.

-c

-- 
Chris Metzler   [EMAIL PROTECTED]
(remove snip-me. to email)

As a child I understood how to give; I have forgotten this grace since I
have become civilized. - Chief Luther Standing Bear


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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Paul Surgeon
On Wednesday, 12 January 2005 22:26, Martin Spott wrote:
 As I already wrote we are heading for some sort of GIS application
 here. Storage for VMAP0 data - at least parts of it, I don't know all
 types of data that are covered by VMAP0 - could be the accomplished by
 the mentioned PostgreSQL/PostGIS database. Visualization of such data
 is easily done with QGIS, although for editing according to elevation
 data we'd need another tool.

 A PostGIS interface in FGSD might be a solution, but I don't think FGSD
 is currently capable of handlint this sort of vector data at all (I
 might be proven to be wrong here). We don't want a VMAP0-editor here,
 let's stick to standard interfaces and formats wherever possible,
 otherwise we are going to manouvre into a corner very soon,

Ok, I see your point about not wanting to handle VMAP type directly in fgsd.
Probably to first step is to write the code/scripts to load the vector data 
into a PostgreSQL/PostGIS DB and write an exporter for terragear so that Curt 
can carry on generating scenery without having to modify terragear.

It would also be really handy to have a scaled down vector database 
(shapefiles?) in FG for moving map/GPS units as well as a basemap for 
flightplanners.
I played with some of the terrgear tools yesterday but unfortunately they just 
spit out raw shape data without the associated names, descriptions, etc. 
which are required in maps.

Paul

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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-12 Thread Wolfram Kuss
Erik wrote:

This still might be useful if you can get all the moments and 
coefficients from it. Then you would be able to create a JSBSim 
configuration file from the model geometry.

The idea of using the gfx model you need to do anyone (or one of the
thousands or ten thousands you find on the internet) and automatically
get the config file. It would not matter if it takes over night or
even if it takes a week.

However, CFD programs need a watertight geometry. I would guess that
far in excess of 90% of models are not. For example, each edge needs
to have two neighbour faces.


Erik

Bye bye,
Wolfram.


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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-12 Thread Jon S Berndt
On Wed, 12 Jan 2005 22:10:47 +0100
 [EMAIL PROTECTED] (Wolfram Kuss) wrote:
Erik wrote:
This still might be useful if you can get all the moments and 
coefficients from it. Then you would be able to create a JSBSim 
configuration file from the model geometry.
The idea of using the gfx model you need to do anyone (or one of the
thousands or ten thousands you find on the internet) and 
automatically
get the config file. It would not matter if it takes over night or
even if it takes a week.

However, CFD programs need a watertight geometry. I would guess 
that
far in excess of 90% of models are not. For example, each edge needs
to have two neighbour faces.
There's always DATCOM+:
www.holycows.net/datcom
Jon
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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-12 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Wolfram Kuss schrieb:
 Erik wrote:
 
 
This still might be useful if you can get all the moments and 
coefficients from it. Then you would be able to create a JSBSim 
configuration file from the model geometry.
 
 
 The idea of using the gfx model you need to do anyone (or one of the
 thousands or ten thousands you find on the internet) and automatically
 get the config file. It would not matter if it takes over night or
 even if it takes a week.
 
 However, CFD programs need a watertight geometry. I would guess that
 far in excess of 90% of models are not. For example, each edge needs
 to have two neighbour faces.

As you are only interested in the full shape of the plane (and not it's
single parts) you could help yourself by automatically closing these holes.

I see more problems with the correct shape of the wings. The models
won't get it right and using just some NACA profiles won't work with the
higly optimized profiles of modern aircrafts (like those from Airbus).

CU,
Christian
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Re: [Flightgear-devel] I have a GMax 3D model, help me exporting to 3ds file format

2005-01-12 Thread Ampere K. Hardraade
On January 12, 2005 10:19 am, Roberto Inzerillo wrote:
 Hi all, I made a little 3D model (representing a Villa in my city) with
 GMax but I can't export it to 3ds file format (basic GMax packet does not
 include that function).
 Does anybody have the 3ds export plugin, can you please convert it for me
 so that I import the model with proper lat/long/alt into the F.G. scenery
 set?

  Thx,
     Roberto
Try this:
http://www.worldzone.net/games/azrael_dark/PROJECT_ZERO/GMAX.html

Ampere

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Re: [Flightgear-devel] I have a GMax 3D model, help me exporting to 3ds file format

2005-01-12 Thread Ampere K. Hardraade
On January 12, 2005 07:37 pm, Ampere K. Hardraade wrote:
 Try this:
 http://www.worldzone.net/games/azrael_dark/PROJECT_ZERO/GMAX.html

 Ampere

Sorry.  I didn't know that isn't available yet.

I found some links on the subject:
http://www.turbosquid.com/MessageBoard/index.cfm/FuseAction/ShowThread/TID/8278

You can also send it to me.  I should be able to export it for you.



Ampere

P.S. Being in a BridgeCommander modding community once, I was pretty sure that 
GMax can export meshes into 3ds formats.  hmm...

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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-12 Thread Arnt Karlsen
On Wed, 12 Jan 2005 16:01:59 + (UTC), Martin wrote in message 
[EMAIL PROTECTED]:

 Christian Mayer wrote:
 
  Nowadays you can solve navier stokes in real time in your graphics
  hardware...
 
  as long as you don't need your graphics hardware for other
 purposes I think - like displaying FlightGear  ;-)
 
 Martin.

..sure we need all of our gpu irons for that?  ;-)  
On Tue, 11 Jan 2005 01:49:37 +0100, Arnt wrote in message 
[EMAIL PROTECTED]:
 
  Hi
   
   ..another way to run code: http://gpgpu.org/ , for a wee quick
   intro, chk out: 
   http://www.ece.ucdavis.edu/~jowens/talks/owens-hpec04-gpgpu.pdf
   
   ..note how they waaail for killer apps.  ;-)
   
   ..formation flight: http://wwwx.cs.unc.edu/~tgamblin/gpgp/  ;-)
 
  ..this is well worth a look.
   
   ...more gory details:  http://gamma.cs.unc.edu/GPGP/ 
   http://www.daimi.au.dk/~mosegard/GPGPU_E04 
   
   ..and, ahem, an app: http://flightgear.org/   ;-)
   
   ..so, if I cheat, by stuffing in 5 pci nVidea math cards beside
   my new 1xAGP 9250, my trusty 5 yr old AMD K6-2 450MHz can run 
   in circles around anything on the market for another 5 years?  ;-)
   
 
  ..since then, I found these (some links span 2 lines and have 
  spaces in their directory or link file names) to spoonfeed you: 
  http://www.eet.com/showArticle.jhtml?articleID=55300904
  http://gpgpu.org/cgi-bin/blosxom.cgi/
  Audio and Signal Processing/index.html
  http://gpgpu.org/cgi-bin/blosxom.cgi/
  Advanced Rendering/index.html
  http://gpgpu.org/cgi-bin/blosxom.cgi/
  Scientific Computing/index.html
  http://gpgpu.org/cgi-bin/blosxom.cgi/
  High-Level Languages/index.html
  http://gpgpu.org/cgi-bin/blosxom.cgi/Miscellaneous/
  Developer Resources/index.html
  http://gpgpu.org/cgi-bin/blosxom.cgi/Miscellaneous/index.html
  http://openvidia.sourceforge.net/
  http://www.strangebunny.com/techdemo_stokes.php
 
  ..note that the latter is useless to us as it requires DirectX 9.
 
  ..I would guess that if these tricks can pulled off on these cards,
  stereo video can be done too, regardless of how Microsoft or 
  anyone else might feel about it: http://gamma.cs.unc.edu/GPGP/
 

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-12 Thread Arnt Karlsen
On Wed, 12 Jan 2005 02:06:12 +0100, Oliver wrote in message 
[EMAIL PROTECTED]:

 In a german news page (http://www.pro-linux.de/news/2005/7690.html)
 i found an article about a software called OpenFOAM which was put
 under the  GPL license a few days ago and can do the following: 
 
 The OpenFOAM (Field Operation and Manipulation) software package can
 simulate  anything from complex fluid flows involving chemical
 reactions, turbulence  and heat transfer, to solid dynamics,
 electromagnetics and the pricing of  financial options.
 
 I read the word turbulence and thought that perhaps
 this could be usefull somehow for flightgear or jsbsim but i am not
 shure  about that, so i mention it here maybe you know it better if
 this could be  somehow usefull for flightgear/jsbsim.
 
 Here's the website of that software:
 http://www.opencfd.co.uk/openfoam/index.html

..dude, I can use this to model thermochemical gasification.

..these guys use GPU's as math engines?

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-12 Thread Ampere K. Hardraade
On January 12, 2005 04:10 pm, Wolfram Kuss wrote:
 However, CFD programs need a watertight geometry. I would guess that
 far in excess of 90% of models are not. For example, each edge needs
 to have two neighbour faces.
The models can be made to be watertight.  People just need to get off their 
lazy behind and start creating/merging parts poly by poly, vertex by vertex.



Ampere

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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-12 Thread Ampere K. Hardraade
On January 12, 2005 06:07 pm, Christian Mayer wrote:
 I see more problems with the correct shape of the wings. The models
 won't get it right and using just some NACA profiles won't work with the
 higly optimized profiles of modern aircrafts (like those from Airbus).
I am pretty confident that my models can make it through the program, since 
wing geometry is the first thing I look for.  I don't know about others 
though.

Ampere

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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-12 Thread Ampere K. Hardraade
On January 12, 2005 08:18 pm, Arnt Karlsen wrote:
 ..these guys use GPU's as math engines?
Why not?  It makes sense.

As a classmate of mine pointed out: the GPU is just a chip for matrix 
manipulations.



Ampere

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