Re: [Flightgear-devel] Comments and questions about model loading, model formats, and effects....

2010-12-22 Thread Tim Moore
On Thu, Dec 16, 2010 at 5:17 PM, Jacob Burbach jmburb...@gmail.com wrote:

 Ok then, trying to make sense of this whole model  effects loading code...

 Good luck; it goes with the territory :)

 In `modellib.cxx'  the `loadFile' and `loadModel' functions, which
 check the file extensions for a `.ac' file and if so sets a flag for
 instantiation of effects. This flags is only checked in the
 'ACOptimizePolicy::optimize' method in `ModelRegistry.cxx' and appears
 it's only purpose is to make sure non xml wrapped `.ac' files get the
 default model effect applied. This is done by calling an overloaded
 `instantiateEffects' function in `model.hxx'  that simply calls the
 other version of the function with an empty effects property tree
 causing default model effect to get used. Ok...

The support for raw .ac models exists for the random models associated
with materials, which I think are the only use of non-wrapped models in FG.
Perhaps you can include them directly in scenery too.
...

 So here is the kicker...`instantiateEffects' does indeed seem to be
 called for every single model wrapped in an xml regardless of whatever
 format that might be. So then it seems the effect code is simply
 failing silently on non ac3d formats. Perhaps in the
 `MakeEffectVisitor' or further up the chain somewhere who
 knows...deeper down the rabbit hole we go...

 So umm Tim...could you maybe explain the process of the whole model
 loading, getting effects applied, what the effects system expects from
 a model, the reasoning behind it and so on? There is a lot of static
 local functions and classes and so on in this code that is completely
 undocumented and not at all trivial to unwind and try and fit the
 pieces together. Would be really, really helpful if you could lay out
 the code flow here, what functions are involved and inter-dependent on
 each other, what processing is needed for the effect system to work,
 etcin the mean time I'll keep digging.

I'm not going to document the whole model loading process; it would be nice
one day to have better comments in the code, but this code has accreted over
many years, starting long before my involvement with FG. At a very high
level, when a model is loaded, its OSG subgraph is copied, except for its
textures and geometry. This is not-optimal, but it allows animation of all
models without a complicated optimizer.

In the monster function sgLoad3DModel_internal, effects mentioned in the
.xml file are gathered, along with any created implicitly by animations. An
effect is associated with named objects in the model. The .XML file can also
specify a default effect for the whole file; by default that is
Effects/model-default.eff. The model itself is transformed by
instantiateEffects, which uses MakeEffectVisitor.  For each named object in
the model, this MakeEffectVisitor sets the appropriate effect as a parent
effect, and then creates a new effect for any osg::StateSet found,
inheriting from the parent. osg::Geode objects are replaced with
simgear::EffectGeode objects that will apply the effect at runtime. There is
quite a bit of hair to share effects and avoid creating  new ones where
possible.

The dependency on .ac exists at this level in MakeEffectVisitor. The visitor
expects to find osg::StateSet objects only in osg::Geode objects i.e., near
the leaves of the scene graph. It only works with the simple attributes
created by the .ac loader (see makeParametersFromStateSet): osg::Material
properties, smooth vs. flat shading, polygon culling, blending (for
transparency), and one texture binding. Any other attributes are ignored.

If you want to apply effects to other kinds of models, you would need to
generalize MakeEffectVisitor in both directions. StateSet objects can
appear in any scene graph node and also in the Geometry nodes that sit below
osg::Geode. A more general effects visitor needs to track the graphics state
as it traverses the scene graph and also needs to examine the geometry.
Effects sit at the Geode level.

Alternatively you could ignore any state attributes in the model and specify
it all in the .xml file, but this would quickly get tiresome.

I recommend you use the osgconv program to dump out the .osg representation
of our .ac models and the models that interest you and get an idea of the
differences you are up against. For .ac you should use our Optimizer options
found in ModelRegistry.cxx; you can set them with the OSG_OPTIMIZER
environment variable.

I'll try to write more comments in the code over the next few weeks. In the
mean time, keep hitting me with questions. I don't have the bandwidth to
answer basic OSG questions, but I think you are beyond that and I'll do my
best :)

Tim
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[Flightgear-devel] Some community comments (was: Scenery Corner)

2010-12-22 Thread thorsten . i . renk
Hi Martin,

I also find it rather interesting to read something about the 'invisible'
work behind the scenery - thank you for letting us know. It's sometimes
difficult to appreciate the work that is not directly seen, and it helps a
lot if you tell us.

Thanks for the hard work.

However, there is one sentence in your descriptions which I did not like,
because it expresses a sentiment which I do not like at all about the
Flightgear community. Please let me take the time to explain. The sentence
I mean is


 This sort
 of Scenery development is substantially different from craving for
 aaah's and oooh's on The Forum after you successfully managed to follow
 an elaborate and nicely illustrated recipe on how to build FlightGear
 Terrain.

I don't know for a fact what you want to imply, but it reminds me of
something for example Vivian expressed a while ago with regard to judging
cockpits by visual detail. Vivian wrote:

 I would suggest that as such it has little
 value for a Flight Sim such as ours which values accuracy above all else.
 Bit of fun for the forum though.

Let me now speak more to the audience at large, rather than to Martin
personally... In both statements I read the following ideas (I don't know
if you literally meant that - but that's what came across)

* while the mailinglist is for real work, the forum is just for playing
around

* consequently, while the forum can be impressed by cheap tricks and eye
candy, the 'real' development community cares about more important things
such as accuracy


Let me take a virtual needle and deflate the claims a bit. Until recently,
Flightgear's idea of a weather change was that pressure, wind and
visibility instantly jump from one value to another. Hardly what I would
call accuracy. Doing it differently by means of an interpolation isn't
even technically complicated (my 1/d weighted routine was 40 lines or so)
or would require terrible computing power - there was just nobody
sufficiently interested before 2.0.0 came out.

Or, as Emmanuel Baranger has pointed out repeatedly, the fact the JSBSim
planes can frequently land on water can hardly be called accurate.

I could go on, but I think my point is clear - the Flightgear development
community doesn't value accuracy as such, but each of you has some notion
of where he would like to have more accuracy, and each of you has areas
where he doesn't care about increased accuracy (for me, something like
convective clouds behaving differently over water than over land is
terribly important - having learned to fly gliders, I actually make use of
the clues provided by the clouds... On the other hand, instruments not
being precisely where they are in the original is not so important to me).

So, by what argument can Vivian really claim that she values accuracy
higher than I do, when she has been fine with throwing the physics of
convective clouds out?

I just can't see that any notion of accuracy is better than the other, and
I think it's just plain wrong to think that way that one group of people
likes accuracy and the other eye candy - visual detail is just another
aspect of accuracy. So instead of alienating people who care about
modelling, texturing, reflection shaders for exterior models and such
things by referring to all that as 'fun for the forum', I think you'd be
much better off by encouraging these people to improve the aspects they
are interested in and kindly teaching them to value also the aspects which
are important to you personally.

Frankly, the elitist attitude expressed in such sentences bothers me. I
feel much more welcome in the forum - and as a result I usually write much
more of my observations, progress reports and ideas in the forum. I also
usually get as good response as I get here. So if you only read the list,
there's lots of info which you're missing. Doesn't have to bother anyone
here - maybe it's just not interesting to you personally. But I think it's
be way more useful to encourage people to help (there's plenty to do after
all) than to regard them all as not seriously enough.

So, now what happens - a few folks get involved, follow the elaborate and
nicely illustrate recipe how to do things and actually produce scenery -
to hear that what they do is just 'craving for aaah's and oooh's on The
Forum', as opposed to 'the real thing'. Well - just how charming and
encouraging is that?

I happen to enjoy the custom France, custom Ireland and custom Eastern
Europe sceneries. For me, an existing imperfect scenery is worth more than
a non-existing perfect scenery which I may be able to use in the future.
As far as I am concerned, the involved parties have earned their 'aahs and
oohs' (so has Martin).

So, I would prefer much if we could get around to respecting the work of
others more - even if it's not what we are personally most interested. And
to kindly teaching each other to appreciate the aspects of realism we
value most, rather than considering anyone not sharing our personal

Re: [Flightgear-devel] Question about snow and rain norm property

2010-12-22 Thread henri orange
Hi, Torsten,

Thanks.
This helped me.
Since, with the fdm, the target is to identify the real time status of the
terrain under, with snow-norm or with rain-norm and the target is to
calculate the aircraft behavior against these parameters, If my
understanding , about your idea,  is right , it is better to use the newer
properties /environment/barbaz.
Thus, we don't mind if the values are fictive, coming from the user local
customized weather, or real,  coming from metar, or an intermediate value,
due to the  time-based interpolation controller, we only mind to use the
ground simulation real time value at the aircraft simulation real time
position.
Doing that, i guess will avoid any difference in between , the visual on
screen , and the calculated ground reaction.


2010/12/21 Torsten Dreyer tors...@t3r.de

  Hi,
 
  I just notice some modifications about the snow  and rain norm property,
  which seems to be exposed twice.
  One place,  in the /environment directory , which is new;  and an other
  place in the /environment/metar  directory , which is the old usable
 place.
  I am maintaining a lot of Aircraft, which are using these property ( snow
  and rain norm ) within the Aircraft JSBSIM FDM, ground reaction related.
  My question:
  right now, which place i must refer to ? the old one
  /environment/metar/rain  or the new one /environment/rain  or
  both, depending on , real weather in use,  yes or no
  Won't it be better to get it exposed only once.
 
 The idea behind splitting these is to have the properties
 /environment/metar/foobar
 represent the weather as reported in the corresponding METAR and the
 properties
 /environment/barbaz
 represent the weather at you current position. These two are not
 necessarily
 the same. Currently, the values flow from /environment/metar to
 /environment
 with the time-based interpolation controller in
 $FGDATA/Environment/metarinterpolator.xml or any other environment
 controller,
 like the Local-Weather system from Thorsten Renk.
 Currently under development is to have more than one METAR report and be
 able
 to have lateral interpolation together with timed interpolation. These
 reports
 will live under /environment/metar[0], /environment/metar[1], etc. probably
 ordered by distance to current position.
 For the time being, you should be safe using snow and rain from
 /environment/metar but in the long run, you might have to think about which
 property to use: current position or at a certain airport.

 Hope this helps

 Torsten


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Re: [Flightgear-devel] Some community comments

2010-12-22 Thread Martin Spott
Hi Thorsten,

thorsten.i.r...@jyu.fi wrote:

 This sort
 of Scenery development is substantially different from craving for
 aaah's and oooh's on The Forum after you successfully managed to follow
 an elaborate and nicely illustrated recipe on how to build FlightGear
 Terrain.

Hehe, I'm glad that I managed to catch at least one reader by putting
this trap into my posting  ;-)

  disregard - I'll post a serious response later, as soon as time
permits.

Cheers,
Martin.
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Re: [Flightgear-devel] Some community comments (was: Scenery Corner)

2010-12-22 Thread henri orange
Hi,
First all, for some reason, i have been, only  recently involved in the
Flightgear life, though being an old user of flight  simulators.
I don't understand, that talk mailinglist  versus forum.
Each one can find easier  to use one , or the other according to his
feeling, or according to his resources  (know how, computer, communication
line ..).

When reading both, i just noticed that there could be some stupidity said
within the forum, which are the opportunity of long and sterile talk.
Though, we can notice some debate, which  are there, of a very high quality,
unfortunately lost in the common recipient.

Here,  mailinglist, the talks and and questions are more selective and more
accurate.

Like Mr  Spott said about his silent when is  trying to achieve within the
FlightGear project, the mailinglist population can be silent about the
result.
I f there is not any aaah's and oooh's that does not mean the user do not
appreciate the quality.

Thorsten,  may i include some remark about your, here and there, answers.
I can be wrong, and i can have misunderstood your mind, if yes, my
apologizes.

I do understand that you are positioning on the same range of quality,  the
eye candy,  and,  the realistic simulation and environment of an aircraft
flight behavior.

About model:
There is a lot of aircraft ( too much) within flightgear which are eye
candy perfect,  with the full generic effect panoply stuff, unfortunately
built with a crazy  flight behavior making to laugh any user ( but young
player ).
Don't an unachieved Aircraft FDM which gives the priority to the flight
specifications, and temporary do not process the behavior on ground  (though
i do not understand the Mr Baranger remark, you refer to), represents and
promote the best of  the flightgear potential ?
Don't the first priority when making an Aircraft is to make a good fdm ?
Don't the f16 or Lightning better than the f14 ?  to me the answer is:  the
f14 is not the best one.

Flight simulation does not mean special effect movie like. Or, we are
talking something else,, which won't take place here.

The higher range notation of any model must be first given to the flight
behavior, the eye candy notation, is minor, only a packaging.

About scenery:
When i first got in touch with the Mr  Spott 's scenery , i was impressed by
the result, which is to me enough. Thus we can have an airborne over terrain
which are not fictive.
Yes better terrain profile and details ( for instance the st Marteen airport
)  , are welcome, however,  low details scenery is better than nothing, and
i don't mind if i cannot find my house, or my preferred beach on the
scenery.


2010/12/22 thorsten.i.r...@jyu.fi

 Hi Martin,

 I also find it rather interesting to read something about the 'invisible'
 work behind the scenery - thank you for letting us know. It's sometimes
 difficult to appreciate the work that is not directly seen, and it helps a
 lot if you tell us.

 Thanks for the hard work.

 However, there is one sentence in your descriptions which I did not like,
 because it expresses a sentiment which I do not like at all about the
 Flightgear community. Please let me take the time to explain. The sentence
 I mean is


  This sort
  of Scenery development is substantially different from craving for
  aaah's and oooh's on The Forum after you successfully managed to follow
  an elaborate and nicely illustrated recipe on how to build FlightGear
  Terrain.

 I don't know for a fact what you want to imply, but it reminds me of
 something for example Vivian expressed a while ago with regard to judging
 cockpits by visual detail. Vivian wrote:

  I would suggest that as such it has little
  value for a Flight Sim such as ours which values accuracy above all else.
  Bit of fun for the forum though.

 Let me now speak more to the audience at large, rather than to Martin
 personally... In both statements I read the following ideas (I don't know
 if you literally meant that - but that's what came across)

 * while the mailinglist is for real work, the forum is just for playing
 around

 * consequently, while the forum can be impressed by cheap tricks and eye
 candy, the 'real' development community cares about more important things
 such as accuracy


 Let me take a virtual needle and deflate the claims a bit. Until recently,
 Flightgear's idea of a weather change was that pressure, wind and
 visibility instantly jump from one value to another. Hardly what I would
 call accuracy. Doing it differently by means of an interpolation isn't
 even technically complicated (my 1/d weighted routine was 40 lines or so)
 or would require terrible computing power - there was just nobody
 sufficiently interested before 2.0.0 came out.

 Or, as Emmanuel Baranger has pointed out repeatedly, the fact the JSBSim
 planes can frequently land on water can hardly be called accurate.

 I could go on, but I think my point is clear - the Flightgear development
 community doesn't value accuracy as such, but 

Re: [Flightgear-devel] Some community comments

2010-12-22 Thread J. Holden
To help put things in perspective, the people who are generating the beautiful 
scenery on the forum are using the same CORINE data set we are attempting to 
get into the scenery, and are using OSM roads, the license about which I am 
unsure.

The advantage of this is we get to fly over higher quality land cover sooner 
than we otherwise would have, because we're also trying to get CORINE into the 
landcover database.

However, with the exception of scenery models, no one is really developing 
anything new - just using existing data and programs to create the sceneries 
without much apparent thought to topology.

This isn't bad as it gives us a larger, better area to fly through, and 
promotes scenery model creation. Still, none of the third party sceneries 
directly help the goal of adding data to the server or helping fix TerraGear to 
push out a new World Scenery package (and there will be a number of new places 
to explore in the next official version...)

Cheers
John

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Re: [Flightgear-devel] Some community comments

2010-12-22 Thread Martin Spott
Hi Thorsten,

thorsten.i.r...@jyu.fi wrote:

 Let me now speak more to the audience at large, rather than to Martin
 personally... In both statements I read the following ideas (I don't know
 if you literally meant that - but that's what came across)
 
 * while the mailinglist is for real work, the forum is just for playing
 around
 
 * consequently, while the forum can be impressed by cheap tricks and eye
 candy, the 'real' development community cares about more important things
 such as accuracy

This is a rather incomplete and therefore, at least to my opinion,
pretty unfortunate and unsuitable representation of a certain status
quo.

See, the mailing list is having a tradition of more then a decade for
inter-developer-communication.  It has not only survived my own
familiarization with the FlightGear project but also quite a few other
unfortunate side issues.  List members - those who are often being
pejoratively called the developers (mostly) by those who are not
subscribed - have arranged themselves quite nicely with the list and,
like myself, have established methods or tools which allow to gather
much information in very little time.

The FlightGear Web Forum is a completely different beast. I have to
admit that I know just this single web forum from own experience, so my
general understanding of web forums is quite limited.  Anyway, here I'm
referring to our forum only.
To put it shortly: I've never ever seen any technically assisted
communication channel where the cost-benefit ratio is as bad as on this
forum - this isn't even surpassed by badly configured VoIP telephony
systems 

So, where do you guess are you going to meet those who are primarily
interested in efficient communication !?  As a consequence, you'd
rather likely meet a bigger fraction of those species on the forum who
are driven by different intentions. It's easy as that.


 Let me take a virtual needle and deflate the claims a bit. Until recently,
 Flightgear's idea of a weather change was that pressure, wind and
 visibility instantly jump from one value to another. Hardly what I would
 call accuracy. [...]

Sure, FlightGear is rather incomplete (the extent is always depending
on the point of view).  Every feature requires someone to implement it,
every bug requires someone to fix it.  Alleging that the developers
don't understand the implications or don't care about them is pretty
inappropriate.

To pick your example up, I typically don't try to land a C172 on water,
neither in FlightGear nor in real life.  This doesn't imply that I'm
accepting this bug/feature as good enough.  In fact I _do_ feel
annoyed that aircraft developers are forced to implement ugly hacks for
seaplanes because the FDM doesn't properly handle this case (not sure
if one of the FDM's is already having a consistent implementation of
gear forces).  On the other hand there are other topics which I'm
concerned about much _more_ (aside from the substantial fact that FDM
is not my domain).  So do others.  In consequence, the bug or feature
remains unfixed until someone takes a stab at it.


 I could go on, but I think my point is clear - the Flightgear development
 community doesn't value accuracy as such, but each of you has some notion
 of where he would like to have more accuracy, [...]

The entire debate about accuracy is moot as long as people not only
take different measures but also refer to different definitions of
accuracy.


 [...] So instead of alienating people who care about
 modelling, texturing, reflection shaders for exterior models and such
 things by referring to all that as 'fun for the forum', I think you'd be
 much better off by encouraging these people to improve the aspects they
 are interested in and kindly teaching them to value also the aspects which
 are important to you personally.
 
 Frankly, the elitist attitude expressed in such sentences bothers me. I
 feel much more welcome in the forum - and as a result I usually write much
 more of my observations, progress reports and ideas in the forum. I also
 usually get as good response as I get here. So if you only read the list,
 there's lots of info which you're missing.

Been there, spent many, many hours on explaining the background behind
the Scenemodels/MapServer efforts   and finally left the forum
after I realized that the not invented here attitude dramatically
outperforms the idea of collaborating on a common goal (plus a couple
of other reasons).


 So, now what happens - a few folks get involved, follow the elaborate and
 nicely illustrate recipe how to do things and actually produce scenery -
 to hear that what they do is just 'craving for aaah's and oooh's on The
 Forum', as opposed to 'the real thing'. Well - just how charming and
 encouraging is that?

Being honest: I don't care.  If people think that following a cooking
recipe is their cup of tea, then I'm fine with it.  If they call this
Scenery development and behave like having reinvented the wheel, then

Re: [Flightgear-devel] Some community comments (was: Scenery Corner)

2010-12-22 Thread Stuart Buchanan
On Wed, Dec 22, 2010 at 11:03 AM,  Thorsten Renk wrote:
 Let me take a virtual needle and deflate the claims a bit. Until recently,
 Flightgear's idea of a weather change was that pressure, wind and
 visibility instantly jump from one value to another. Hardly what I would
 call accuracy. Doing it differently by means of an interpolation isn't
 even technically complicated (my 1/d weighted routine was 40 lines or so)
 or would require terrible computing power - there was just nobody
 sufficiently interested before 2.0.0 came out.

Sorry to be a pedant, but this isn't quite true. I implemented METAR
weather interpolation prior to 2.0.0 in August 2007 using X-values.

See git commit e1019eb359544e10811acdad6a7d61134b6af366

However, it's entirely possible that it was subsequently broken or you
are talking about something else.

-Stuart

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Re: [Flightgear-devel] Comments and questions about model loading, model formats, and effects....

2010-12-22 Thread Tim Moore
On Wed, Dec 22, 2010 at 4:34 PM, Jacob Burbach jmburb...@gmail.com wrote:

 Hey thanks for taking the time to respond, especially during the holidays.

 So what I see currently in the model loading code in regard to effects
 is really something just hacked together to 'get er done' and make it
 work. Which is fine of course, but I think we can do better and I

Pretty much.

 really believe we can do this in a general fashion that should work
 for all model formats...but still allow specific processing if needed.
 I mean yes, each model loader may organize a models scene graph a bit
 differently...but the effects/material system is only concerned with
 state sets and geode/geometry for it's purpose.  And OSG makes it very
 easy to drill down through a scene graph to find those particular
 things so there really shouldn't be a problem here. Not to say that it

I think general state tracking over the OSG state graph is pretty messy, but
if you want to have a go at at, great!

 will be trivial of course, but certainly doable. I'll be working on it
 when things settle down after the holidays and will of course be
 bouncing ideas and design stuff at you so we can find the best way to
 get it done and into flightgear.


  I recommend you use the osgconv program to dump out the .osg
 representation of our .ac models and the models that interest you and get
  an idea of the differences you are up against.

 Already been doing this, along with writing some code using OSG  to
 load/texture my model and dump them out to see how I can define more
 advanced techniques in the model files. I currently have multiple
 models in my scenery in osg2 binary (.osgb) format making use of
 multiple texture units and texcoords, some texenv stuff, and also some
 very nice anisotropic filtering ;)

Sounds good; that's an advantage of using OSG and it's rich model format
support.

Tim


 Of course it would be much better if I could make use of flightgears
 material system, interface with flightgear properties, and.

 cheers!


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Re: [Flightgear-devel] Some community comments

2010-12-22 Thread Martin Spott
J. Holden wrote:

 [...] Still, none of the third party sceneries directly help the goal
 of adding data to the server or helping fix TerraGear to push out a
 new World Scenery package [...]

Well said !

Martin.
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Re: [Flightgear-devel] Some community comments

2010-12-22 Thread Heiko Schulz

 J. Holden wrote:
 
  [...] Still, none of the third party sceneries
 directly help the goal
  of adding data to the server or helping fix TerraGear
 to push out a
  new World Scenery package [...]
 
 Well said !
 
     Martin.

But increases the attractiveness of a whole project called FlightGear, as it 
shows that it is not difficult to make an attractive qualitity scenery for 
free, and enlarges the freedom of use to any users. 



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Re: [Flightgear-devel] Some community comments

2010-12-22 Thread Jacob Burbach
On Wed, Dec 22, 2010 at 1:39 PM, Martin Spott martin.sp...@mgras.net wrote:

 Being honest: I don't care.  If people think that following a cooking
And to be honest I don't understand why you started this discussion
with such obvious trolling behavior and comments such as these?

 recipe is their cup of tea, then I'm fine with it.  If they call this
 Scenery development and behave like having reinvented the wheel, then
 they're invited to reflect my comment.

Now usually I just ignore you completely because I know from past
experience are personalities don't mesh well, and I'll probably regret
responding to you this time..but this is ridiculous. There are
relatively few of us creating custom scenery from Corine and/or other
data and making it available...I can seriously count them on one hand.
 Those few individuals, myself included, simply do not go around
pretending we have reinvented the wheel or anything like that...nor
are we looking for some ooh  ahh factor. I personally am very open
about what data I'm using, methods and tools I used, and have also
made it quite clear on numerous occasions I'm not doing anything
particulary noteworthy or new when it comes to generating the scenery
from said data. We are simply trying to create the best scenery
possible for ourselves and to the community at large ...to suggest
otherwise is simply false.


--Jacob

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Re: [Flightgear-devel] Some community comments

2010-12-22 Thread Martin Spott
Hi Heiko,

Heiko Schulz wrote:
 J. Holden wrote:

  [...] Still, none of the third party sceneries directly help the goal
  of adding data to the server or helping fix TerraGear to push out a
  new World Scenery package [...]
 
 Well said !

 But increases the attractiveness of a whole project called
 FlightGear, [...]

Depends on your very individual point of view. In contrast, I was
confirmed that providing a seamless Terrain sounds quite appealing.

Instead, having to assemble Scenery from a lot of different places if
you're after a bigger chunk, especially if these chunks don't fit
together properly, doesn't attract everyone. Neither does the public
impression of why the hell does each of these fellows play in
everyone's private sandboxes instead of collaborating on fixing their
most pressing issues together.

Anyhow I _do_ acknowledge a certain benefit for a certain 'type' of
user, but I'd like to emphasize that this benefit doesn't necessarily
scale to the entire (potential) user base.

Cheers,
Martin.
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Re: [Flightgear-devel] Some community comments

2010-12-22 Thread J. Holden
Replying to Heiko:
 But increases the attractiveness of a whole project called FlightGear, as it 
 shows that it is not difficult to make an attractive qualitity scenery for 
 free, and enlarges the freedom of use to any users.

I am not arguing that point - as I said the CORINE data is available to users 
before it is in the database, and that is fine. However, cleaning the data and 
placing the data into the database would be much more productive, as it would 
allow us to include the data in the world scenery release. Right now these are 
third party-only.

I am in no way opposed to people creating third party scenery for FlightGear. 
However I believe there is a difference between, say, the Brest photoreal 
scenery, and the CORINE scenery, because we should be able to get CORINE 
scenery in the database for more than just France in the future, whereas I 
believe Brest is separate from the scenery package for licensing reasons?


Cheers
John

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Re: [Flightgear-devel] New release

2010-12-22 Thread John Denker
It may not be an entirely good idea to release a FlightGear version without
any usable ATIS.

It appears that ATC/atis.cxx is a stub.  It contains only one line of code.

Meanwhile there is ye olde ATCDCL/atis.cxx, which contains code but is 
deprecated and is not compiled in the standard configuration.


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[Flightgear-devel] EzineArticles.com

2010-12-22 Thread Chris Wilkinson
Hi there,

I reported author 'Dan H Freeman' to that website as being misleading about his 
software and running a scam, explaining the situation with FlightGear and 
ProFlightSim. They asked if I was a 'representative' of FlightGear. I replied 
that I was a user of the software, but not deeply involved in the 
development/community as such. They then suggested that if the 
creators/operators of flightgear would like to contact them then please go 
ahead.

So if anyone more entrenched in the development of fg would like to take up 
this 
offer to communicate with EzineArticles, regarding Dan H Freeman and his little 
enterprise, please let me know. I will forward the contact email address. The 
goal I suggested to EzineArticles would be to remove his articles from the 
site, 
due to the misleading nature of his business. I informed them of reports from 
people being ripped off by the scam, and about the use of mis-appropriated 
historical names on the websites and other immoral tactics being used, 
including 
the registration of the 'www.flightgear.us' domain.

Regards,

Chris Wilkinson, YBBN/BNE.


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Re: [Flightgear-devel] Some community comments

2010-12-22 Thread Adrian Musceac
On Wed, 2010-12-22 at 23:16 +, Martin Spott wrote:

 Depends on your very individual point of view. In contrast, I was
 confirmed that providing a seamless Terrain sounds quite appealing.

I agree completely with you on this issue.

 
 Instead, having to assemble Scenery from a lot of different places if
 you're after a bigger chunk, especially if these chunks don't fit
 together properly, doesn't attract everyone. Neither does the public
 impression of why the hell does each of these fellows play in
 everyone's private sandboxes instead of collaborating on fixing their
 most pressing issues together.

Indeed. Here's why we played in our own sandboxes: I wanted to fly over
my country with better looking scenery, and I damned well made it so.
I was inspired by the custom France scenery and at the time I started to
work on it I wasn't even aware of any similar project. 
Also, being a programmer myself and knowing how much I hate to write
documentation, I made sure and documented every step of said process
hoping it will be of some use to other potential developers. Initially I
have found said scenery to be of subpar quality and only shared it with
Emilian, a fellow countryman and developer of IAR80. However I have
reached the conclusion that other users might want to fly over this
particular chunk and shared it. I did not want in any way, shape or form
to take the spotlight from your project, which I agree would be a better
addition to Flightgear. Plus the fact that I used the same set of tools
that you and the custom-scenery crew provides and without which it would
have been impossible to generate any terrain.

 
 Anyhow I _do_ acknowledge a certain benefit for a certain 'type' of
 user, but I'd like to emphasize that this benefit doesn't necessarily
 scale to the entire (potential) user base.
 

Where you see 'types' of users, I only see users. Most of these
'independently' developed scenery projects take advantage of OSM data,
which is
why they are released under CC by SA and also the reason they won't get
integrated in the official distribution. However this does not mean that
it is incompatible with Flightgear or that users can't enjoy it while
waiting for a seamless integrated world terrain.
I have only the highest expectations from your project, however in order
to get many people involved and avoiding the same lone wolf approach,
please use the wiki and provide more documentation and your experience
to the community. Otherwise you will only see more 'flawed' terrain
appear sooner rather than later. (this I might add is a characteristic
of open development which should be regarded as it is rather than fought
tooth and nail).  
Instead of endless discussions over this non-issue, time is better spent
talking about the technical aspects involved in making Flightgear
better.

Best regards,
Adrian


 Cheers,
   Martin.



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