Re: [Flightgear-devel] [Flightgear-users] World Scenery 1.0.1 (final directory comparison)

2008-11-04 Thread Ralf Gerlich
Ron Jensen wrote:
 Managing this in CVS would
 add another 9,681 CVS directories and 29,000 (Entries, Repository and
 Root)  files.

No management in CVS is planned.

Cheers,
Ralf
-- 
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Computer Scientist| http://www.custom-scenery.org/

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Re: [Flightgear-devel] [Flightgear-users] World Scenery 1.0.1 (final directory comparison)

2008-11-04 Thread Ralf Gerlich
Ralf Gerlich wrote:
 Ron Jensen wrote:
 Managing this in CVS would
 add another 9,681 CVS directories and 29,000 (Entries, Repository and
 Root)  files.
 
 No management in CVS is planned.

At least not in this structure. This is a means of data transport, not
of data management.

Cheers,
Ralf
-- 
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Diplom-Informatiker

Software Engineer and Technical Consultant

Dr. Rainer Gerlich System and Software Engineering
Auf dem Ruhbühl 181  |   Tel:+49 7545 91 12 58
D-88090 Immenstaad   |   Fax:+49 7545 91 12 40
Germany  |   Mobile: +49 178 76 06 129

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Re: [Flightgear-devel] [Flightgear-users] World Scenery 1.0.1 (final directory comparison)

2008-11-03 Thread Ralf Gerlich
 of us two about this
proposal ends at this point.

However, if anyone else has comments or criticism on the proposal, I'd
like to hear about them.

 Or maybe we should use prefixes instead of directories at other
 occasions as well, if that concept is considered superior.
 Let's see:
 
   $FG_ROOT/Aircraft/bo105.splash.rgb
   $FG_ROOT/Aircraft/bo105.thumbnail.rgb
   $FG_ROOT/Aircraft/bo105.fdm.xml
   $FG_ROOT/Aircraft/b1900d.splash.rgb
   $FG_ROOT/Aircraft/b1900d.thumbnail.rgb
   $FG_ROOT/Aircraft/b1900d.fdm.xml
   $FG_ROOT/Aircraft/concorde.splash.rgb
   $FG_ROOT/Aircraft/concorde.thumbnail.rgb
   $FG_ROOT/Aircraft/concorde.fdm.x ml
 
 Yummy.  :-)

Probably not more to add but proposing the following layout instead:

  $FG_ROOT/Aircraft/b/o/1/0/5/splash.rgb
  $FG_ROOT/Aircraft/b/o/1/0/5/thumbnail.rgb
  $FG_ROOT/Aircraft/b/o/1/0/5/fdm.xml
  $FG_ROOT/Aircraft/b/1/9/0/0/d/splash.rgb
  $FG_ROOT/Aircraft/b/1/9/0/0/d/thumbnail.rgb
  $FG_ROOT/Aircraft/b/1/9/0/0/d/fdm.xml
  $FG_ROOT/Aircraft/c/o/n/c/o/r/d/e/splash.rgb
  $FG_ROOT/Aircraft/c/o/n/c/o/r/d/e/thumbnail.rgb
  $FG_ROOT/Aircraft/c/o/n/c/o/r/d/e/fdm.xml

Different goals, different solutions ;-)

 m.

Cheers,
Ralf
-- 
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Computer Scientist| http://www.custom-scenery.org/



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Re: [Flightgear-devel] [Flightgear-users] World Scenery 1.0.1

2008-11-01 Thread Ralf Gerlich
Hi Melchior,

thanks for your feedback. I am taking this to the developers' list.

To everyone else, I am referring to this mail on the users' list:

http://sourceforge.net/mailarchive/message.php?msg_name=490C204E.7040405%40aon.at

Melchior FRANZ wrote:
 The question is, however, if we don't want to put all airport
 data into one file, in which case the fourth dir level would
 be superfluous.

Merging the tower and threshold files would be possible, but I would
oppose merging them with the parking files for two reasons.

Reason One is organisational: The parking files are based on direct
manual work and are created directly by TaxiDraw, while the tower and
threshold files are from the apt.dat. Combining them would mix
automatically derived and manually generated content, making management
of the data much more complex.

I see strong arguments in favour of keeping the connection to apt.dat.
Although currently the v810 files are not maintained any more by Robin
Peel, we will eventually move on to v850 and then be synchronised with
the X-Plane Community again. (BTW: There is an open position at the
World Custom Scenery Project for implementing v850 in TerraGear ;-) )

I also do not see any chance in general to push an XML format to Robin
Peel and the X-Plane-Community. Keep in mind that the files distributed
with the scenery contain only a small fraction of the data contained in
the apt.dat (which should already lead to an increase in speed).
Taxiways, markings and other details are not re-distributed. For this
kind of data, the current apt.dat-format is a good compromise between
compressing the representation and making it user-editable.

Reason Two is technical: The parking files are currently not in
PropertyList format. I know that this has been subject of fierce
discussion, which I have no interest in repeating. As long as nobody
comes up with a patch making the AI code use a PropertyList format,
converting the old files and informing me so that I can update TaxiDraw
accordingly, we will probably also have a non-PropertyList-format for
the AI files in the next FlightGear release. But then Reason One would
still exist.

Now it all boils down to the tower and threshold files. These are
typically pretty small, so that the overhead for parsing two files
instead of one file should be negligible. Further there should be very
seldomly a case where we need the information from both files at the
same time, e.g. when teleporting to another airport, thereby changing
the tower view position.

Merging them in time for the next release would mean that we'd have to
do another scenery release. Such a release - with some further bugfixes
regarding the terrain - is planned, but not before end of November due
to time constraints on Martin's and my side (preparing to get my Ph.D.
thesis submitted). If we were to make a release this year, this would
leave not much more than three or two weeks for properly testing this
change in the wild. If things go wrong on the scenery side, we might be
just in time for the FlightGear release.

So if there is a strong argument in favour of the changes you proposed,
I'm open to such a last-minute change, but otherwise I'd rather leave
the structure as it is. The last time we fixed scenery in the last
minute we had a good share of chaos ensue (which happens to have been
just about one year ago).

I'd also like to add that a sample of the structure as proposed has been
in the FlightGear data CVS for quite some time, containing data for the
KSFO area, ready to be commented. IIRC this was also explicitly
mentioned in the CVS logs.

Cheers,
Ralf
-- 
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Computer Scientist| http://www.custom-scenery.org/

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Re: [Flightgear-devel] Rendering option /Precipitation

2008-10-30 Thread Ralf Gerlich
Hi Gerard,

I suspect I have the same problem as you. My FlightGear instance
(CVS/OSG) seemed to take a large hit in framerate (normal: around 25,
now 3FPS) due to precipitation yesterday and when I tried to disable it
via the Rendering option menu to check whether it really was
precipitation, but nothing happened.

I can't reproduce this currently due to a consistent crash, probably due
to a version incompatibility with a too old OpenAL installation.

Cheers,
Ralf

gerard robin wrote:
 I  can't avoid precipitation  with the Rendering option menu , is it
 just me ?
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[Flightgear-devel] World Scenery 1.0.1

2008-10-30 Thread Ralf Gerlich
 are for example found in
Airports/K/S/F/KSFO.*.xml

In addition, the Airports directory contains an index.txt-file with
three columns: ID, longitude and latitude of the airport, sorted by
longitude and latitude. The position is calculated as the center of
gravity of all runways specified for the airport.

Cheers,
Ralf
-- 
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Computer Scientist| http://www.custom-scenery.org/



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Re: [Flightgear-devel] new scenery 1.0.1 Models name

2008-10-30 Thread Ralf Gerlich
Hi Gerard!

Did you download and unpack the SharedModels.tgz from the static objects
database, as noted in the announcement?

Cheers,
Ralf

gerard robin wrote:
 However on Paris  LFPO we get the following errors :
  Failed to load model: Failed to open file
  at /usr/local/share/FlightGear/data/Models/Misc/Modulevilletriangl.xml
  at /usr/local/share/FlightGear/data/Models/Misc/Modulevillerectangl.xml
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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-28 Thread Ralf Gerlich
Hi Heiko!

Heiko Schulz wrote:
 Look here: 
 http://www.flightgear.org/forums/download/file.php?id=263
 http://www.flightgear.org/forums/download/file.php?id=264
 http://www.flightgear.org/forums/download/file.php?id=260
 http://www.flightgear.org/forums/download/file.php?id=261
 
 Doesn't look this more realistic than the old clouds? And don't we want to 
 make it right, it make it realistic as much as we can?

Erm, these are FlightGear pictures? Seems like I have missed a lot. The
ambient occlusion effect is obvious, but when did we get reflections
(see the windshield in the last picture)?

Cheers,
Ralf

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-28 Thread Ralf Gerlich
Martin Spott wrote:
 BTW, do you still remember sitting in the aircraft shown on this
 picture ? I'm pleased to see how close the model gets !

And how does one get close to the model? Seems it isn't included in CVS.

Cheers,
Ralf

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Re: [Flightgear-devel] terragear-cs scenery generation problem

2008-10-15 Thread Ralf Gerlich
Hi Michael!

Michael Smith wrote:
 I have my lon/lat for  Bermuda (N32W065 - N33W064).
[SNIP]

 genapts --input=data/airports/apt.dat --work=./work --min-lon=32 
 --max-lon=33 --min-lat=-65 --max-lat=-64

Here you should swap lat and lon. Your latitude is 32 (32 deg north) and
your longitude is -64 (64 deg west).

 ran fgfs-construct --work-dir=./work --output-dir=./output --lon=32 
 --lat=65 --xdist=1 --ydist=1 \ AirportArea DepthContour Landmass Road 
 Sand SRTM-30 Town

Similar problem here. Note that the position given by --lon/--lat is
actually the center of the area being built and --xdist/--ydist are the
half-width/height of the area in degrees. So --lon=-64 --lat=32
--xdist=1 --ydist=1 would build the area with southwest corner N31W065
and northeast corner N33W063.

DepthContour is not needed, by the way. It's just a different
representation of the SRTM dataset for use in the mapserver display, but
currently TerraGear cannot make any use of that.

Make sure that you include all the subdirectories of your workdir when
calling fgfs-construct.

Note that even though that tutorial in the wiki (which I am not the
author of) uses SRTM-30 as a target directory for the SRTM data, it
seems that SRTM 3arcsec data is actually used. That's not a bad thing at
all, but worth noting. SRTM 30arcsec data is only relevant north resp.
south of the respective polar circles, as no SRTM 3arcsec data is
available in that area.

Hope that helps,
Ralf

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Re: [Flightgear-devel] terragear-cs scenery generation problem

2008-10-14 Thread Ralf Gerlich
Hi Michael,

I'd need some more details on the steps you followed to check whether
you are missing anything.

Cheers,
Ralf

Michael Smith wrote:
 Hello all, I have been trying to build scenery with terragear-cs and I 
 have got through everything sucessfully but it is not outputing the 
 scenery sub-tree. Everything went well without errors and I know I have 
 the right vmap0/.hgt data (I checked the shapefiles in osgviewer and 
 used a freeware terrain viewer for the hgt file and confirmed they are 
 my areas files) but it just doesn't put anything in the output directory.


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Re: [Flightgear-devel] Scenery vs. Base Package; Was: Revision Log / Intended developments

2008-10-05 Thread Ralf Gerlich
Martin Spott wrote:
 Durk Talsma wrote:
 
 Ralf Gerlich and Martin Spott: Complete scenery rebuild based on improved 
 terragear algorithms / object database updates
 
 In the current state, after setting a deadline, we should be able to
 get an entire Scenery release out from the current datasets within just
 a few days _plus_ maybe a week of testing in a small circle of people
   most of the people we asked didn't respond anyway  ;-)
 
 There's one real show stopper - not to the FlightGear release but,
 instead, to the Scenery releases, which on the other hand is related to
 the way FlightGear reads airport data:
 As mentioned before, the Scenery releases are currently tied to the
 Base Package because several positions are read from the 'apt.dat', the
 'rwyuse.xml' and the 'parking.xml' which is stored in the Base Package.

There's another issue. The apt.dat contains more and more heliport
definitions. The current genapts tools crashes on these or generates
hillarious runways, which obviously are too short for proper normal
runway markings.

I would have loved to fix that and have genapts generate a proper
heliport texture, but that would make the scenery incompatible with the
released datapackage.

So we might want to include a proper heliport texture (apt.dat knows
asphalt, concrete, turf and dirt helipads) in the base package and
regenerate the scenery with proper helipads.

In the build currently being prepared for release Martin replaced the
helipad records by simple taxiway records in order avoid the
genapts-trap. He also tried to add a helipad object a few cm above the
elevation of the center of the helipad. The additional elevation was
necessary to avoid the helipad sinking into the ground. However, either
the helicopter now stands above the ground or penetrates the helipad,
with hilarious graphical results.

Cheers,
Ralf

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Re: [Flightgear-devel] Call for aircraft nominations

2008-10-05 Thread Ralf Gerlich
Matthew Tippett wrote:
 Likewise with scenery.  The default location and whatever demo
 locations should ship with reasonably detailed scenery + other common
 locations.  The 'full' brings in other common scenery, and 'extras'
 brings in everything else.  (Integrating terragear as a thread within
 the main binary would make autoloading a simple checkbox - hint hint
 :).

I sincerely hope you didn't mean to earnestly suggest that last part.
TerraGear is a beast of complex computational geometry algorithms and
neither in a shape nor intended to be integrated into FlightGear.

Maybe you meant terrasync? ;-)

Cheers,
Ralf

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Re: [Flightgear-devel] Loading Textures for Photo-Scenery?

2008-10-04 Thread Ralf Gerlich
Hi Nicolas,

if I understand you correctly, you want FlightGear to superimpose a
given texture over a whole terrain tile, given that a texture file with
the same name as the tile is found.

I think that this would require that either

a) TerraGear generate appropriate texture coordinates for the tile,
mapping the texture continuously over the whole tile, or

b) in case of loadPhotoScenery, the texture coordinates contained in the
.btg.gz must be ignored and rebuilt on the fly by FlightGear.

Variant a) might be possible by creating a copy of the photo tool using
a whole texture instead of a chopped texture. However, it is
questionable whether such a large texture for a whole tile is well
handled by the graphics subsystem.

Variant b) might have generate a large amount of processor load when
loading a tile, as the generation of the texture coordinates requires
transformation of vertex coordinates from cartesian to geodetic, which
involves a lot of heavy maths (which is one of the reasons why TerraGear
is doing such calculations up-front).

I'm not sure why the photo-tool from TerraGear is not applicable for you.

Cheers,
Ralf

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Re: [Flightgear-devel] How I spend my spare time

2008-10-04 Thread Ralf Gerlich
Hi!

Heiko Schulz wrote:
 Ground elevation in sea too? If yes so we could add the sea itself as
 a planar surface with all features possible, and Arnt Karlsen would
 have his tides and the outcome of the global warming! :-P

I don't know about SRTM4, but I suspect that no new measurements have
been made (SRTM=Shuttle Radar Topography Mission) or other data has been
added, so SRTM - if at all - will report the elevation of the waterline
for water bodies only, no ground elevation, due to the design of the
aperture radar used for the measurements.

Cheers,
Ralf

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Re: [Flightgear-devel] How I spend my spare time

2008-10-04 Thread Ralf Gerlich
Hi Gerard!

gerard robin wrote:
 Well,  i thought  that costline was calculated with the intersection of the 
 sea level (or water level) and the ground altitude.
 I was wrong, my imagination was (is) out of  reality.  :)

Actually, it is the other way around, IIRC (Martin, correct me if I'm
wrong).

The water body boundaries are determined from other sources (e.g.
Landsat) and are used to remove the spikes in the SRTM data which are
often found in the area of water bodies, as the radar reflectivity of
water surfaces differs greatly from that of other surfaces.

The SWBD (SRTM Water Body D???) contains the boundaries of the water
bodies used for this postprocessing of the data.

SRTMv2 and onwards are based on the same raw data as captured by the the
single Shuttle Radar Topography Mission. The only difference is
additional processing of the data, such as the removal of spikes on
water bodies as mentioned above.

Cheers,
Ralf

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Re: [Flightgear-devel] Materials wrong for San Diego bay?

2008-09-30 Thread Ralf Gerlich
gerard robin wrote:
 On dimanche 28 septembre 2008, Alex Perry wrote:
 Isn't it only a coastline error ?  like we have elswhere  for instance, Hong 
 Kong bay, NIce and Cannes area  (France)

Seems like it.

Cheers,
Ralf

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[Flightgear-devel] Loading Textures for Photo-Scenery?

2008-09-18 Thread Ralf Gerlich
Hi all!

In the FlightGear forum we came upon the question of how FlightGear
locates textures, e.g. used by scenery generated with the TerraGear
photo-command.

http://www.flightgear.org/forums/viewtopic.php?f=5t=2149

As far as I understand the current OSG loader code, all textures must be
defined in the materials.xml.

According to Fred Bouvier, in the old PLIB-days textures not defined in
the materials.xml where searched for in the same folder the .btg.gz-file
was located in.

I didn't check the PLIB-code, but from a look into the OSG-code I have
seen that currently no such search is performed.

Is this even possible with the current architecture? It seems sensible
to me to distribute such textures with the scenery instead of the base
package.

Cheers,
Ralf

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Re: [Flightgear-devel] Loading Textures for Photo-Scenery?

2008-09-18 Thread Ralf Gerlich
Hi!

Curtis Olson wrote:
 Sure, just like any aircraft or object model can have it's own textures.
 There may be some nuances that have disappeared over the years since I doubt
 this has been heavily tested, but I used to have a KSJC demo with about 1
 pixel per foot resolution.  And don't forget that you could place an .ac
 model at ground level and somehow forget to place the .btg file if you
 really wanted to.

Well, I think that photo may be better suited, as it takes the task of
taking care of the height-field from the author.

Loading a terrain tile differs in quite some way from loading an object
model or aircraft, which also involves the use of the material library.
The latter currently only loads its materials from materials.xml, but
does not search for tile-specific textures in the scenery folders.

I was rather hinting that maybe somebody more informed about the
architecture of the terrain subsystem might want to implement this type
of search. ;-)

Cheers,
Ralf

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Re: [Flightgear-devel] Loading Textures for Photo-Scenery?

2008-09-18 Thread Ralf Gerlich
Hi!

Frederic Bouvier wrote:
 in simgear/scene/tgdb/leaf.cxx branch PRE_OSG_PLIB_20061029, there is this 
 code :
 [SNIP]
 I didn't test it, but at least, the intention was there ;-)

In the OSG-version I didn't find anything similar, so I'd say that it's
missing.

I am not able to do anything about it - both due to missing knowledge
about OSG and due to time constraints - so I hope somebody with the
necessary abilities will pick this up as a feature request.

Cheers,
Ralf

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Re: [Flightgear-devel] [Simgear-cvslogs] CVS: source/simgear compiler.h, 1.29, 1.30

2008-09-11 Thread Ralf Gerlich
Hi James,

the CustomScenery-Version of TerraGear was already upgrade to cope with
these changes.

Cheers,
Ralf



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Re: [Flightgear-devel] [Simgear-cvslogs] CVS: source/simgear compiler.h, 1.29, 1.30

2008-09-11 Thread Ralf Gerlich
Jon Stockill wrote:
 Ralf Gerlich wrote:
 Hi James,

 the CustomScenery-Version of TerraGear was already upgrade to cope with
 these changes.
 
 Excellent - does that already include the point in polygon fix too?

Unfortunately not...

 I'm thinking of trying some more horribly detailed scenery and it'd be 
 interesting to see how things have progressed.

I'd suggest to just get ahead with your ideas. Maybe the current
TerraGear works for your purposes. Remember that that
point-in-polygon-problem does only occur in some cases.

Cheers,
Ralf

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Re: [Flightgear-devel] [Simgear-cvslogs] CVS: source/simgear compiler.h, 1.29, 1.30

2008-09-11 Thread Ralf Gerlich

Curtis Olson wrote:
 The previous point-in-a-polygon algorithm was perhaps not as clever, but it
 did seem reasonably robust.

Unfortunately it was not. I had several tiles failing because of it...

Cheers,
Ralf

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Re: [Flightgear-devel] [Simgear-cvslogs] CVS: source/simgear compiler.h, 1.29, 1.30

2008-09-11 Thread Ralf Gerlich
Hi Curt!

Curtis Olson wrote:
 Fair enough ... maybe my memories have improved with age, but I don't recall
 having this much trouble with failed tiles when I did the scenery builds.
 There would always be a handful of them ... maybe a dozen or two over the
 entire surface of the earth.  If that's about what we have now, then I guess
 it's not that big of a deal.  We could always insert replacement tiles that
 were successfully built in past runs if they are blowing up now.

Well, our point essentially is making TerraGear robust for fully
automated rebuild. Failing tiles are no option there, and I still have
the hope to get a clean solution there.

However, I have reverted the calc_point_inside()-changes locally and a
rebuild is currently running. I hope that the set of tiles failing and
the set of tiles having visual bugs (as in the 1.0.0 scenery) is
disjunct, so that we can actually do these replacements without
introducing ridges at tile borders (which would be trading one visual
bug for another, although less bad).

We will see how much trouble will come up.

Cheers,
Ralf


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Re: [Flightgear-devel] GIT

2008-09-03 Thread Ralf Gerlich
Hi Fred!

Frederic Bouvier wrote:
 What if I have write access to the CVS repository ? Do I have to maintain 
 a seperate CVS workspace and apply my own patch in that workspace before 
 CVS commiting ? In that case I don't really see a great benefit ?

For TaxiDraw, I have git repository and a CVS checkout. To update from
CVS I use git-cvsimport (which Martin or Pigeon are doing for us in case
of FlightGear).

When I have commits ready for CVS, I can do a diff and patch that onto
the CVS-repository, or I let git do that using git-cvsexportcommit.

The git-to-SVN-integration IMHO is much better than the
git-to-CVS-integration, as it has both of this in a single tool, which
allows you to export complete paths of history to subversion without any
hassle (using git-svn dcommit), while git-cvsexportcommit requires you
to export every git commit by an own invocation.

However, git-to-git integration is even better ;-)

Cheers,
Ralf

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Re: [Flightgear-devel] Zeppelin NT (ZLT-NT) update

2008-08-29 Thread Ralf Gerlich
Hi!

Martin Spott wrote:
 I think Ralf Gerlich has quite some expertise on this one - his home
 airfield is the place where these beasts are being built and he's one
 of these guys who want to know every detail  :-)
 As far as I remember he also has a nice livery for the Gummiwoosch,
 yet I don't know wether it's ready for distribution.
 
 Ralf !?

Yes, the Zeppelins are built at EDNY. Note that they differ from blimps
by the fact that Zeppelins have a rigid inner structure while blimps are
held in shape by the pressure of the gas. That's one of the tricks the
guys at Zeppelin have, so they can attach the engines to the body of the
Zeppelin instead of the cabin, which makes flying nearly silent for the
passengers. With a hull without rigid structure, there is nothing to
attach the engines to. They have space for 12 or 13 passengers.

The hull generates dynamic lift and most of the time the ship is
actually not lighter-than-air. I was told that typically they have a
mass of about 2 tons, but a weight of around 700kg. If empty or with low
fuel and payload, they are lighter-than-air.

IIRC the rule-of-thumb figure for the transition between dynamic flight
and hovering is at about 20kts IAS. They can activate a special system,
which directly puts thrust-vector-control of the aft engine on the
pilot's sidestick, allowing to control the ship the same way as with
elevator and rudder.

The side-engines can be rotated upwards and downwards, which is used
during take-off and descend.

These ships are flying at EDNY all the time. They're doing several
roundtrips around the Lake of Constance area each day, given appropriate
weather. Just today I had just vacated the runway coming back from a
short local flight, and I saw one of them taking off.

One is currently doing trips in London, and is bound to be shipped to
San Francisco afterwards. IIRC it will take its homebase in Moffett Field.

I don't have that livery yet and I had hoped to get some more detailed
information on the geometry etc. The livery takes reference to the fact
that the ship will be flying in the San Francisco area for tourist
attraction. I'm not sure, but somehow I seem to remember that this is
our standard scenery area ;-)

That's all the info I could come up with at this late time of day ;-)

Cheers,
Ralf

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Re: [Flightgear-devel] HEADS UP: Scenery regeneration

2008-08-09 Thread Ralf Gerlich
Hi Christian!

Christian Mayer wrote:
 if the triangulation code causes trouble, you could try CGAL
 (http://www.cgal.org/). They have very robust and well designed
 computational geometry codes.

Thank you for the hint.

In the meantime I have found out that it is not TriangleJRS that causes
the problems, but rather TerraGear itself in that it does some further
processing before triangulation but after calculation of the
point-in-polygon.

I know that CGAL is used by Frederic Bouvier's FlightGear Scenery
Designer and maybe using that is an option in case of a TerraGear
rewrite ;-) (Note that I do think that the FGSD is a very good thing
(TM), we just need something that can do batches of work on a headless
machine - such as regenerating World Scenery on some high-performance
machine nearly on the other side of the globe ;-) )

Currently, I am working on a fix that involves doing the
point-in-polygon calculations _after_ the creation of the vertex and
edge lists. This way the points-in-polygon should be consistent with the
constrained edges TriangleJRS sees.

Cheers,
Ralf

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Re: [Flightgear-devel] 3D clouds - progress report·

2008-08-09 Thread Ralf Gerlich
Hi Stuart!

Stuart Buchanan wrote:
 Just to keep everyone up to date on where I am with porting 3D clouds to FG 
 OSG:
 
 http://www.nanjika.co.uk/flightgear/clouds.jpg
 
 Obviously there is still a lot of work to be done before they are complete, 
 but progress is being made. 

Doesn't look bad at all. The main visual problem may be the textures,
which are completely opaque. Real clouds tend to increase transparency
towards the border.

Just my 2ct.

Cheers,
Ral

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Re: [Flightgear-devel] HEADS UP: Scenery regeneration

2008-08-07 Thread Ralf Gerlich
Hi!

Ralf Gerlich wrote:
 While it seems to me that the workaround should work, due to previous
 experience with TerraGear and its subtleties I would not want to bet on it.

...and I see that I was right not to bet: The workaround doesn't work.
TerraGear failed on the first try building the EDDF-area.

 The actual problem lies within TriangleJRS, the triangulation code of
 TerraGear, which - as several checks have shown - is not as robust as
 advertised regarding computational geometry predicates. The
 point-in-triangle-detection-code does seem to have problems if the
 respective point is pretty near to the contour of the triangle. While
 the point is perfectly inside the triangle, TriangleJRS cannot detect that.

Nope, that's not it...

I have just checked once more and found that triangles for the extremely
small triangle parts simply do not exist. They are not generated by
TriangleJRS.

This could have one of two reasons:

1) TerraGear does some specific edge-splitting when preparing the list
of nodes and constrained edges for TriangleJRS. This is sensible, but
may move the nodes of the slivers in a co-linear fashion, i.e. the
sliver parts completely vanish.

2) TriangleJRS removes the triangles for these parts as it thinks they
are too small.

After some checking it seems that 1) is the case.

I'm at it and I hope to still be able to do a rebuild as announced with
a new solution. However, don't count on it.

The call for submissions to the static scenery objects database is left
as is ;-)

Cheers,
Ralf

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Re: [Flightgear-devel] HEADS UP: Scenery regeneration

2008-08-07 Thread Ralf Gerlich
Hi!

I have uploaded a picture showing the situation in the example of VHHH
to http://www.custom-scenery.org/fileadmin/people/rgerlich/vhhh.png

This is an export from QGIS, using shapefiles I generate from test
printouts of TerraGear. I forgot to color this properly, but actually
the textures and colors don't matter.

What we have is a blue polygon, which should be of material type
IrrCropPastureCover. This lies inside an Ocean polygon, which extends on
the east side of the blue polygon in pink.

The blue IrrCropPastureCover is also adjacent to a light-blue GrassCover
polygon. What you see at the bottom are two circles, representing the
point in polygon for these polygons. They have the material type
attached to them.

In the small cutout on the right side you see that the blue polygon
continues in a very slim sliver to the south, the width of which is
about 4 to 8 times SG_EPSILON and which becomes more slim towards the south.

The calc_point_inside() algorithm I implemented places the inside
point perfectly within this sliver, which I have checked by
appropriately scaling the part in QGIS.

Unfortunately in preparation to the triangulation step, the vertices of
the right border of the sliver are merged onto the left border of the
sliver, so that the sliver essentially vanishes.

Curtis Olson wrote:
 As Ralf points out, there is code that attempts to find stray nodes that lie
 on existing edges and split the edge at that point.  When this situation
 exists, it can lead to degenerate behavior.  As I understand it, the
 terragear check should be more ambitious than the TriangleJRS check in order
 to prevent problems down stream.

Not necessarily _more_ ambitious, but at least as exact. As far as I
have understood, Jonathan Shewchuk uses what he calls Adaptive
Precision Floating-Point Arithmetic for the geometric predicates, so
this is quite different from the epsilon-approach.

 You can tune the thresholds for detection of this situation, but the looser
 you make the constraints, the more you are likely to alter the original
 geometry which will create artifacts in the final result.

I have tried, but for some reason TriangleJRS then has problems with
colinear edges, which is - as far as I understand - exactly the thing
which should be avoided by splitting. And it is curious, as it seems to
contradict the adaptive precision idea expressed above...

In general, what TerraGear is doing currently - eliminiating the slivers
- actually is the right thing performance-wise, as we really do not want
these slivers to take up valuable triangles in the scenery files.

What we might have to change is the point were the point inside
polygon is calculate to after the creation of the edge and vertex lists
for triangulation. It should be possible to keep the information about
the edges belonging to a polygon resp. contour, so that the
point-inside-calculation could use these instead of the original polygons.

Cheers,
Ralf

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[Flightgear-devel] HEADS UP: Scenery regeneration

2008-08-06 Thread Ralf Gerlich
Hello again!

It seems that I finally have a somewhat dependable workaround for the
TerraGear coastline bug reported shortly after the release of the 1.0.0
scenery.

I have reviewed the algorithm thoroughly - together with Martin - and
checked some of the tiles reported as faulty beginning of this year and
they seem to be generated correctly now.

Martin and I plan to start a new generation job on the weekend of the
16th/17th of August.

We would like to include the current state of the static scenery
database with this release. In case anybody has any objects intended for
submission but not yet submitted, this is the time to submit them to the
database, if you want to have your contributions included in the new
scenery.

As this scenery is to replace the faulty scenery which was released
together with FlightGear v1.0.0, we will have to use the airport
database included with that release for consistency reasons. Updates as
found in the apt.dat in CVS will therefore unfortunately not be
included. (As a sidenote: This is one reason why the apt.dat or at least
the parts thereof used for airport generation as well as the AI ground
networks should reside with the scenery, not with the base package...)

We intend to tag the generated scenery unstable for obvious reasons
before making it an official release.

While it seems to me that the workaround should work, due to previous
experience with TerraGear and its subtleties I would not want to bet on it.

As it seems, some mirror providers may not be able to carry the load of
two scenery releases - the official one and the unstable version -, so
we will not publish the alpha release via the normal distribution
channels, where mirrors normally pick it up. Possibly, we will publish a
location were interested mirror providers can also pick up the unstable
version, and we would appreciate any support from mirror providers in
that direction.

I am not that much thrilled about the kind of solution I found as it
doesn't solve the actual problem but rather enhances a perfectly
working part of the code with some special cases.

The actual problem lies within TriangleJRS, the triangulation code of
TerraGear, which - as several checks have shown - is not as robust as
advertised regarding computational geometry predicates. The
point-in-triangle-detection-code does seem to have problems if the
respective point is pretty near to the contour of the triangle. While
the point is perfectly inside the triangle, TriangleJRS cannot detect that.

The points are used to mark polygons and their associated triangles with
associated attributes, including texture. As TriangleJRS does associate
some of the points with adjacent triangles, texture attributes spill out
into adjacent polygon areas. This is most noticeable in places where
sea/ocean area is transferred into land this way.

Fixing TriangleJRS was not possible for me as I am clearly not a
computational geometry man. I will try to contact Jonathan R. Shewchuk
on this issue, after some further analysis. The triangle package should
be based on arbitrary precision predicates, as far as the documentation
goes, but maybe I misunderstood what is meant by this ... or the
predicates don't actually deliver to this promise.

I have modified the algorithm to ensure that the selected points are at
least a given distance away from the contours. Unfortunately, the new
algorithm is less robust than the old one and might outright deny
working on some specific valid, but degenerate polygons. Further, the
distance used had to be selected arbitrarily according to the results of
the scenery generation, but should be a safe estimate.

The new algorithm has the advantage that instead of silently delivering
points inside the polygon which TriangleJRS cannot handle, it will
either deliver a good point or fail completely, resulting in an
abnormal exit of the building process for the respective tile.

I would appreciate if anybody wants to review my changes. The current
version is available via git from
http://mapserver.flightgear.org/git/terragear-cs/

Look into src/Lib/Geometry/poly_support.cxx, function
calc_point_inside() (around line 447).

Cheers,
Ralf



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Re: [Flightgear-devel] FlightGear scenery

2008-07-24 Thread Ralf Gerlich
Hello Martin,

Martin Fenelon wrote:
 Is the current official FlightGear scenery created with a 'World Custom 
 Scenery Project' patched version of terragear?

yes, it is, which is also the reason for some very unfortunate bugs in
the scenery itself, which up to now I wasn't able to fix or work around
for several reasons.

Cheers,
Ralf

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Re: [Flightgear-devel] Yet more aerodrome taxiways/aprons questions

2008-07-16 Thread Ralf Gerlich
Hi Martin!

Martin Fenelon wrote:
 1. Which version of TaxiDraw should I be using? I've been working with a 
 CVS version from last week.

The CVS version should be pretty stable and generates v810.

 2. Should I submit apt.dat format 810?

AFAIK, TerraGear can handle 810.

 3. Runway markings: The runway in question has edge, centreline and 
 threshold (one of which is displaced) markings, plus some arrows pointing 
 to the displaced threshold. Non-precision markings are not appropriate, 
 will visual markings have everything I need?

Visual markings should normally consist of the runway number, edge and
centreline markings. Displaced threshold is marked using arrows.

I have just looked at the genapts sourcecode, which generates additional
threshold markings (see Texture/Runway/pa_threshold.rgb texture).

However, from a principal point of view using Visual Markings in
TaxiDraw would probably be correct.

Curt, did I miss anything, or why are the threshold markings included in
visual markings for genapts?

Cheers,
Ralf

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Re: [Flightgear-devel] Aerodrome taxiways/aprons and terragear

2008-07-15 Thread Ralf Gerlich
Hi Martin!

Martin Fenelon wrote:
 Now to another question with regard to hold lines. Let's say I have a bit 
 of concrete apron with a hold line:
  true 090, length 150, width 15
 Where will the yellow line be? along the length EW? and is it in the 
 centre?

As far as I know, terragear does not generate hold lines at all.

In general, the X-Plane definition says that the yellow line is supposed
to be across the long axis[1], but the definition does not say where
it will intersect the long axis.

Cheers,
Ralf

[1] http://www.x-plane.org/home/robinp/Apt810.htm#RwySfcCodes


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Re: [Flightgear-devel] ver 1 scenery

2008-04-20 Thread Ralf Gerlich
Hi all!

Syd wrote:
 CYVR has been destroyed ! :)
 NO island anymore , and the delta has dried up and been converted to
 farmland ...

This looks like the same effect leading to the problems in Nice and
elsewhere. I'm still at it, but my schedule was quite unfortunate in
past weeks.

Note, however, that CYVR (the airport) is displayed correctly.

Cheers,
Ralf

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Re: [Flightgear-devel] FYI: EFF fights for the rights of 3D modellers against bogus trademark claims

2008-04-11 Thread Ralf Gerlich
LeeE wrote:
 On Friday 11 April 2008 12:17, Ove Kaaven wrote:
 LeeE skrev:
 I was thinking more along the lines of publicly displaying the
 photo in an exhibition, which I don't think could be regarded
 as distribution,
 I suspect the RIAA and MPAA would disagree...

Why are we discussing the term exhibition here? I would say that by
any reasonable interpretation the term does not apply to what the
FlightGear project is doing with its models.

Cheers,
Ralf

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Re: [Flightgear-devel] Scenery 1.0.0 coastline is not processed

2008-03-31 Thread Ralf Gerlich
Ralf Gerlich wrote:
 Ralf Gerlich wrote:
 Currently there is no shapefile version of GSHHS 1.5, which was
 available for 1.3, so we need to get some tool to import the custom
 binary format of GSHHS into the database, including the handling of
 shorelines crossing the dateline, etc (e.g. Eurasia continent definition).

 Yes, this is on my TODO-list, and no, it's not on top.
 
 ...volunteers welcome ;-)

Not any more. I have implemented this tool on the weekend and the import
of GSHHS 1.6 into the database is running. The result will be closed
polygon layers.

Cheers,
Ralf

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Re: [Flightgear-devel] Floating Airport

2008-03-28 Thread Ralf Gerlich
Hi!

SlickSoft wrote:
 Hello, I have found a floating Airport in Toronto (CYTZ)
 
 Here is a picture:
 http://img514.imageshack.us/img514/4773/cytzsn8.png
 
 This is Toronto island airport, here is a RL pic
 http://www.thefurnishedstay.com/nucleus/media/1/20061023-toronto_island_airport.jpg

Seems like a problem in the base data. Neither GSHHS nor VMAP0 landmass
place this airport on the island.

Cheers,
Ralf
-- 
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Dr. Rainer Gerlich System and Software Engineering
Auf dem Ruhbühl 181  |   Tel:+49 7545 91 12 58
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Re: [Flightgear-devel] Scenery 1.0.0 coastline is not processed

2008-03-25 Thread Ralf Gerlich
Hi!

Jocelyn Couetdic wrote:
 I hope you'll find without too much trouble the bug behind all this.

Thank you for your reports. As reported, I have already found the
problem and now I am searching for a fix. However, these reports will
also help me find out whether my fix - once implemented - is successful,
so keep reporting, I am collecting them.

Cheers,
Ralf

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Re: [Flightgear-devel] Scenery 1.0.0 coastline is not processed

2008-03-22 Thread Ralf Gerlich
Hi!

Arnt Karlsen wrote:
 ..an idea out of the blue; if we model sea water, and the 
 sea floor, we could _generate_ the coastline at runtime?  
 It does move with high 'n low tide.

The current scenery concept can only support fixed coastlines and we'd
have the same problems with the rivers when the sea-level moves.

The problem is _not_ the coastline itself, it is the consistency of the
quite accurate GSHHS coastline with the quite inaccurate VMAP0
waterways. In addition, as I understood, GSHHS is missing some important
waterbodies in full or in part.

Cheers,
Ralf

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Re: [Flightgear-devel] Scenery 1.0.0 coastline is not processed

2008-03-22 Thread Ralf Gerlich
Hi!

Tim Moore wrote:
 Is it practical to use the Landsat classification stuff you guys have demoed 
 on
 your web pages to generate our own coastline data?

Yes, we can extract the coastline data, but it might still require some
further editing to eliminate misclassifications. The editing effort
might still be less than the effort required for correcting the missing
data in GSHHS, given that we have equalized Landsat data for the whole
world. We can try using the typically available Landsat mosaics, but
these only have RGB data, while the waterbodies are most reliably
classified using RGB and infrared.

Still, it's not possible to extract waterways automatically in a
reliable way from Landsat data, so we will still have to adapt VMAP0
data ourselves. Maybe the OSM data is of help there.

Note that Martin has imported OSM data into the database, making it more
easily available for TerraGear, as the OSM format itself is a custom
format not currently supported by OGR. The guys at OSM also seem to be
in the process of changing their format, but there's also a licensing issue.

Cheers,
Ralf

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Re: [Flightgear-devel] Scenery 1.0.0 coastline is not processed

2008-03-22 Thread Ralf Gerlich
S. Andreason wrote:
 Are you still looking for 1x1 tiles with ocean showing as land?

Well, I think I have the reason for the problem, but still I'm
interested in bug reports.

Cheers,
Ralf

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Re: [Flightgear-devel] Scenery 1.0.0 coastline is not processed

2008-03-22 Thread Ralf Gerlich
Stewart Andreason wrote:
 Well, I have some! ;)

[SNIP - Loads of sightings]

OK, I originally intended to do partial rebuilds for the buggy tiles,
but if there's so many of them (wonder why I didn't see any of them when
checking the scenery myself) that warrants a full rebuild.

Thanks!

Cheers,
Ralf

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Re: [Flightgear-devel] Scenery 1.0.0 coastline is not processed

2008-03-21 Thread Ralf Gerlich
Hi all!

gerard robin wrote:
[SNIP]
 You could notice that  apt VHHH is now , not an island but on full ground area

Thanks for the reports.

For your information: From the VHHH-tile I was actually able to identify
the actual trigger for the buggy tiles.

The trigger does lie in the modifications. Note that I'm talking about
the trigger, not about the origin, as the part of the algorithm I
modified actually is robust and correct - in contrast to the old version
of that algorithm.

I was able to verify that the data the modified part of the algorithm
delivers is correct even in the case of the buggy tiles, but the rest of
the TerraGear build chain cannot handle these correct results.

The seemingly obvious fix - reverting to the old algorithm - isn't a
fix. The reason for the modification in the first place were tiles
consistently failing to build, without a workaround or other fix. Here
the old algorithm was not robust enough for the data it got. Reverting
to the old algorithm would therefore make these failed tiles reappear.

Cheers,
Ralf

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Re: [Flightgear-devel] Scenery 1.0.0 coastline is not processed

2008-03-21 Thread Ralf Gerlich
One thing to add...

Ralf Gerlich wrote:
 Currently there is no shapefile version of GSHHS 1.5, which was
 available for 1.3, so we need to get some tool to import the custom
 binary format of GSHHS into the database, including the handling of
 shorelines crossing the dateline, etc (e.g. Eurasia continent definition).
 
 Yes, this is on my TODO-list, and no, it's not on top.

...volunteers welcome ;-)

The goal is to have something like a generic gshhs2ogr-converter that
can convert gshhs to any format supported by the OGR library and outputs
the data properly clipped to -180=lon=180, -90=lat=90. A tool
independent of TerraGear but possibly using gpc would be favoured.

One of the OGR-supported formats is PostgreSQL, which is the database
software we are using on mapserver.flightgear.org.

Cheers,
Ralf

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Re: [Flightgear-devel] Scenery 1.0.0 coastline is not processed

2008-03-21 Thread Ralf Gerlich
AnMaster wrote:
 Good question, I guess combining them and manually fixing the problems would 
 be too much
 work. I got no really good solution. But the current coastlines are very bad 
 in many cases.
 
 What about only using GHSSH for those coastlines around continents? With that 
 I mean coast
 line  around, say, North and south America, Europe/Africa/Asia (that, apart 
 from the Suez
 channel, are connected), Australia and any islands, and simply discard any 
 coastlines
 inside these blocks and use vmap0 there. That is: don't trust how 
 vmap0/GHSSH classify
 the data. Would that be feasible?

Feasible, as GSHHS explicitly makes the outer coastlines available and
differentiates them from inner shorelines, but it wouldn't solve the
problems with inconsistent waterways at the coastlines of continents.

Even though that is a lot of work, manually adapting our VMAP0-based
data to the GSHHS-data is the only solution I currently see.

Cheers,
Ralf


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Re: [Flightgear-devel] Scenery 1.0.0 coastline is not processed

2008-03-21 Thread Ralf Gerlich
LeeE wrote:
 So it looks like we either live with the problem until someone else 
 creates a new database with all the problems fixed, or bite the 
 bullet and fix it manually ourselves.

Yep, that's the spirit ;-)

 Would it be possible to cobble together a small utility that would 
 allow small parcels of the scenery database e.g. 1x1 deg tiles, to 
 be checked and corrected manually without setting up the full 
 scenery build system?  That way, many people could work on it 
 whenever they feel like it.  I've had to do this sort of manual 
 data correlation/verification a couple of times over the years, on 
 different projects I've worked on, and while it sounds like an 
 onerous and tedious task it's not too bad if you can just do bits 
 of it, now and then, as a break from your primary tasks.

You could use qgis or any other GIS for that. No need to work on scenery
files and no need for firing up the scenery generation system at all.

It would still be possible to allocate the tasks in 1x1 deg tile portions.

Still someone would have to implement that logic in a convenient way for
editors to use.

Cheers,
Ralf

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Re: [Flightgear-devel] Scenery 1.0.0 coastline is not processed

2008-03-19 Thread Ralf Gerlich
Hello all!

gerard robin wrote:
 YES, which could be.
  however, regarding these Scenery ERRORS it is probably a generic bug  , it 
 is 
 not a specific bug (Ralf could answer better than i can), so the list of the 
 area where the coastline is wrong will be very large.
 
 I can only say that, the right coastline is given by the tiles extracted from 
  
 Scenery FG0.9.8.

Scenery V1.0.0 has been built using VMAP0 landmass and shoreline data.

But: Our data never was accurate and probably never will be. Even the
more accurate GSHHS data places LFMN in the ocean - at least in parts.

The same goes for treasure island.

If you want to, you can have a look at the data in the database at
http://mapserver.flightgear.org/ The data used for this build is in the
v0_* layers.

BTW: We are working on importing current GSHHS data (version 1.5 instead
of 1.3 as currently in the DB), but it's not available as Shapefiles
anymore. Slowly but surely wins the race...

So the inaccuracies in the shoreline are _not_ caused by our algorithmic
changes.

However, the faulty tiles - tiles which should show only ground where
there should be ocean as well - are bugs, not inaccuracies.

They are probably specific bugs, as TerraGear does show them from time
to time, caused often by subtleties in the input data, relating to
floating point accuracy or similar. For example, genapts has a nudge
option by which you can nudge the airport layouts by a few centimeters.
Often this is enough to make the difference between a failed tile and a
successful tile, although it doesn't make much difference in the visual
results. This should show you how sensitive TerraGear can be at times.

I am tracking these faults down. I have checked the results of the
modified code on the tile Gerard reported and it seems that the faults
do not originate there.

Note that most of my modifications were necessary to get TerraGear to
even build some tiles. I replaced some complex algorithms by simpler
ones, which should essentially be more robust than their predecessors.

I am as disappointed as you are about these faulty tiles, specifically
as Martin and I have spent a lot of effort to avoid faulty tiles
slipping into the scenery. Yet I hope that we can refrain from yelling
and keep the discussion constructive.

I am interested in reports about straight ground tiles in the ocean or
in lakes, as Gerard reported in his original mail:

http://pagesperso-orange.fr/GRTux/Scenery-1.0.jpg

It would be great if you could send me an exact position which is
_inside_ the faulty tile. But I at least need general instructions on
how to find the place. Maybe there's a pattern in these bugs which might
help me trace it down, but maybe the Nice area is a singularity.

These are actual bugs and therefore are my priority. Once I have tracked
them down and fixed TerraGear, I will try to provide replacement tiles
for them.

The inaccuracies are unfortunate, but I can't do much about them before
the next scenery rebuild (see my remark about GSHHS v1.5 above).

Cheers,
Ralf
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Re: [Flightgear-devel] Scenery 1.0.0 coastline is not processed

2008-03-19 Thread Ralf Gerlich
Hello Gerard!

gerard robin wrote:
 But you understood i was only talking about the coastline near that place.
 The nice curved shape of the bay which should be here  with the little 
 peninsular ground  (the name , Antibes , Juan-les-Pins, and two islands Ste 
 Marguerite and St Honoras).
 Instead of it there is that huge squared ground tile.

Exactly that ground-tile problem is what I'm trying to track down.

 It would be great if you could send me an exact position which is
 _inside_ the faulty tile. But I at least need general instructions on
 how to find the place. Maybe there's a pattern in these bugs which might
 help me trace it down, but maybe the Nice area is a singularity.
 
 
 Not only NICE area, because i found on VHHH ( which is an other place i use 
 to 
 fly over it)  some (similar ??) bug.
 I will try to give you the difference with Snapshots.

No snapshot needed, just a position.

I need to fetch the relevant tiles from our build machine in San Diego
and don't have the whole scenery available locally, so accurate
positions for the bug reports would make my work so much easier.

Cheers,
Ralf

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Re: [Flightgear-devel] Scenery 1.0.0 coastline is not processed

2008-03-15 Thread Ralf Gerlich
Hi Gerard!

gerard robin wrote:
 The coastline process is wrong (or not existing) here two snapshot near LFMN
 -first,  that one with scenery 0.9.10 which was partly wrong (0.9.8 was 
 better)
 http://pagesperso-orange.fr/GRTux/Scenery0.9.10.jpg
 
 -second, the same one with scenery  1.0.0
 http://pagesperso-orange.fr/GRTux/Scenery-1.0.jpg

Hm, we did check a lot of tiles at random for glitches, but these went
through our filters.

Thank you for the pointer, I will check were this is coming from.

Cheers,
Ralf

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Re: [Flightgear-devel] data/AI/Aircraft and non-aircraft AI objects

2008-03-11 Thread Ralf Gerlich
Hi!

Arnt Karlsen wrote:
 On Tue, 11 Mar 2008 16:51:16 +0100, gerard wrote in message 
 [EMAIL PROTECTED]:
 h,
 AS LONG, we have not sea level consistency with OSG sea tiles  and
 sea coastline which makes the the ships flying over.
 The carriers and others ships are welcome in the the /AI/AIrcraft
 directory.
 
 ..precisely _how_ do we model the sea level surface of water 
 bodies like lakes, sea and the oceans right now???

Lakes, sea and ocean are quite different things. All areas covered by
the Landmasss-theme of VMAP0 are subject to SRTM/USGS elevation data,
so that most lake elevations are based on this data. TerraGear adjusts
the levels of all lake vertices to the same elevation, which is
determined as the mean of the original elevation of the lake vertices.

IIRC the slope of streams is specifically limited, leading to the
typical cut-ins in some situations.in mountaineous regions.

Sea and Ocean all have elevation 0 MSL by default, except that the
curvature of the earth is typically less accurately modeled than for
non-ocean tiles. Originally we had simple quads for all-ocean tiles, but
IIRC that has been changed (Tim?)

All-Ocean tiles - with some exceptions in the polar area - are generated
on the fly by FlightGear.

Cheers,
Ralf

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Re: [Flightgear-devel] LH A320 near crash during crosswind and heavy gust

2008-03-02 Thread Ralf Gerlich
Hi!

Georg Vollnhals wrote:
 A Lufthansa A 320 touched! the runway with one winglet (damaged) in the
 final phase of the landing when not only executing a crosswind landing
 but getting into a heavy unexpected gust.

Looks like a horrible situation I would wish never to get into, neither
as a pilot nor as a passenger.

 BTW: is there any possibility to load a special METAR situation into
 FlightGear?

You can use the metar-tool (included in FlightGear) to determine the
command line settings based on a METAR message.

 Is a METAR file of this time (EDDH, Saturday 01.Febr.2008, 14:00)
 available anywhere?

According to http://adds.aviationweather.gov/metars/index.php these were
the METARs for EDDH around that time:

EDDH 011450Z 29027G40KT 8000 BKN035 07/01 Q0991 TEMPO 30035G55KT
EDDH 011420Z 29029G43KT 8000 -SHRA BKN029 07/02 Q0990 TEMPO 30035G55KT
EDDH 011350Z 29030G44KT 8000 BKN029 BKN120 07/02 Q0989 TEMPO 30035G55KT
4000 SHRA BKN008
EDDH 011320Z 29029G44KT 8000 -SHRA BKN023 07/03 Q0987 TEMPO 4000 SHRA BKN008
EDDH 011250Z 30030G49KT 8000 FEW015 BKN020 08/04 Q0986 TEMPO 4000 SHRA
BKN008
EDDH 011220Z 29028G48KT 9000 -SHRA FEW011 BKN014 07/05 Q0984 TEMPO
29035G55KT 4000 SHRA BKN008

Temporary gusts up to 55 knots...nothing more to say about that...

Cheers,
Ralf

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Re: [Flightgear-devel] RFC: Fixing the tile numbering scheme

2008-01-08 Thread Ralf Gerlich
LeeE wrote:
 Yup - I downloaded lots of SRTM data to play with in GRASS and 
 above/below +/- 60 lat it isn't there.
 
 There doesn't seem to be any alternative source of suitable data 
 either so I don't see how FG can cover the poles.

FG can cover the poles - and has been doing so for years -, but only in
terms of landcover definition, not in terms of elevation. It's not
realistic, but the same could be said of using the SRTM data for
deserts, which change their shape all the time.

I'm sure there are sources for the pole, just with the problem that we
can't use them in a legal sense.

Cheers,
Ralf

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Re: [Flightgear-devel] RFC: Fixing the tile numbering scheme

2008-01-08 Thread Ralf Gerlich
Hi!

Frederic Bouvier wrote:
 Selon Curtis Olson :
 My gut feeling is that once you get up (or down) into the latittudes where
 the tiles get significantly skinny, the resolution of the available data
 drops of significantly.  We really don't have a per-tile triangle budget
 anyway.  The only place where I see this making a difference is the
 concentration of terrain elevation points would increase, but this is up in
 an area where we only have very low res terrain data anyway.  SRTM drops out
 beyond +/- 60 degrees latitude.
 
 I was thinking about the parameter we pass to Terra to simplify the initial
 grid. IIRC, this parameter is always the same, leaving all *.arr.gz files with
 the same number of vertices.

Well, from my experience the elevation grid is not the main driver in
terms of triangles. In terms of triangles per area, probably the linear
features (roads, rivers, railways, etc.) are much more intensive than
the basic elevation grid provided by Terra.

Further, the width of the tiles is not necessarily proportionally
related to the number of triangles, as vegetation and buildup clearly
drop in the latitudes farther north and south.

If we really can now afford having tiles of different size in terms of
linear measure, I would very much favour a regular grid in the
latitude-longitude space. That would leave us with only slight changes
in SGBucket with only very small adaptations necessary in the rest of
the code (FlightGear, TerraGear), assuming that it uses only the
interface of SGBucket as it should and not making any further
assumptions about its workings. And it would solve the TerraGear
neighbour-problems Curt mentioned earlier in the thread.

The problems we have regarding the degeneration of quad-tiles at the
pole to actually triangular tiles and the fact that the earth surface is
sperical and infinite and not flat and finite would remain, but could be
worked around much more easily with such a simple and before all
consistent grid definition.

Cheers,
Ralf

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Re: [Flightgear-devel] RFC: Fixing the tile numbering scheme

2008-01-08 Thread Ralf Gerlich
Hi!

Curtis Olson wrote:
 On Jan 8, 2008 1:22 AM, Frederic Bouvier  wrote:
 
 I was thinking about the parameter we pass to Terra to simplify the
 initial grid. IIRC, this parameter is always the same, leaving all
 *.arr.gz files with the same number of vertices.
 
 
 Yes, that's a good point, and something definitely to think about if
 we made such a tile layout switch.

So then we should not use geographical coordinates but rather use a
mercator projection, assuming the earth is round, such as:

y=dlat
x=dlon*cos(dlat)

and then impose a grid on that. If I understood it correctly, that is
what Fred originally wanted to propose. That would give us a grid in
which tile widths vary with their actual linear width.

There are some problems with that.

What comes to my mind first is that tiles would not be rectangular
anymore. They would not be in the geographic coordinate system and at
least for the border tiles they would not be in the projected coordinate
system.

This would lead to clipping problems in TerraGear which - if not solved
accurately - could lead to z-fighting-problems or gaps at tile borders,
if tiles overlap or underlap (is that a word? probably not).

Currently we have tile borders that are representable as polygon - more
strictly as rectangles - which makes clipping easy. The new tile borders
could not be well-approximated using polygons. We could try creating
clipping polygons that approximate the borders down to an error of
SG_EPSILON, but I'm not sure if that is practicable.

The alternative, of using clat, the center latitude of a tile ring as
follows

y=dlat
x=dlon*cos(clat)

would give us rectangular tiles at least in geographic coordinates, but
would also lead us to the same problem Curt already mentioned:

Curtis Olson wrote:
 The big problem with the current system is that at every latitude
 boundary where the number of tile subdivisions changes per degree, we
 have ugly gaps because the tile edge matching code simply can't
 account for 2 tiles matching up to 1 tile ... an oversight in the
 original scheme.

The alternative would be to scale the number of vertices passed to
TerraFit by cos(lat)...

Cheers,
Ralf

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Re: [Flightgear-devel] RFC: Fixing the tile numbering scheme

2008-01-08 Thread Ralf Gerlich
Ralf Gerlich wrote:
 Currently we have tile borders that are representable as polygon - more
 strictly as rectangles - which makes clipping easy. The new tile borders
 could not be well-approximated using polygons. We could try creating
 clipping polygons that approximate the borders down to an error of
 SG_EPSILON, but I'm not sure if that is practicable.

We could also define the tiles to be non-rectangular, but - as Lee
mentioned - trapezoidal resp. as triangular. The width of the northern
edge would be cos(nlat) and the width of the southern edge would be
cos(slat), with nlat being the northern latitude of the tile and slat
being the southern latitude of the tile.

Cheers,
Ralf

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Re: [Flightgear-devel] RFC: Fixing the tile numbering scheme

2008-01-08 Thread Ralf Gerlich
Frederic Bouvier wrote:
 Selon Ralf Gerlich :
 
 
 The alternative would be to scale the number of vertices passed to
 TerraFit by cos(lat)...
 
 I was thinking of this solution : regular lon/lat tile scheme but variable
 number of resulting vertices per tile.

That's what I meant ;-)

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Re: [Flightgear-devel] Problems found in world scenery and SGBucket class

2008-01-07 Thread Ralf Gerlich
Hi!

LeeE wrote:
 I think I mentioned earlier, but first problem - there's no SRTM 
 data for the poles.  Second problem is that calculations that 
 assume a quad (trapezoidal) area fail at the poles because they 
 have to deal with a tri area and not a quad area.

The problem is not that tiles are interpreted as rectangular in the
latitude-longitude system if interpreted cartesic, but instead that the
tile grid is inconsistent even without the problems of representing
spherical coordinates in a planar system.

While what you describe are problems (e.g. I had to remove an airport
located at one of the poles because it gave TerraGear a hard time
wrapping it around the world), they do not apply for the specific bug
mentioned here.

BTW: The .btg.gz-files use geocentric cartesian coordinates, so that the
earth is actually round and closed in the scenery.

Cheers,
Ralf

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[Flightgear-devel] RFC: Fixing the tile numbering scheme (was: Re: Problems found in world scenery and SGBucket class)

2008-01-07 Thread Ralf Gerlich
Hi again!

Thinking a bit more about it, the grid could be made consistent if we
would define that 180W and 180E are tile borders instead of enforcing
the Greenwich Meridian to be a tile border at all ranges of latitude.

Find attached my proposed patch.

That would change the arrangement of tiles between 88 and 89 degrees
latitude, fix the inconsistency above 89 degrees latitude, but would
leave the rest of the tile numbers as they are (due to the fact that
tile widths there are divisors of 180) and give us the following benefits:

1) calculation of base longitude would be much easier:
base_lat=(int)((int)((lat+180)/span)*span)-180

with rounding:

base_lat=(int)((int)((lat+SG_EPSILON+180)/span)*span)-180

2) The tiles at 180W/E between 88 and 89 degrees of latitude would not
overlap with their neighbours anymore and have 8 degrees width, as all
the other tiles at that latitude.

3) The calculation above would always lead to 0 as base longitude for
the tiles above latitudes of 89 degrees instead of the flipping of -180
vs 0 depending on the sign of the longitude.

The fact that people seldomly fly north or south of 88 degrees latitude
might be seen as an argument in favour or against this change.

This is a bug that has not created serious problems in FlightGear
itself, but formally, it is a bug and it _has_ created problems in at
least two scenery-related applications, one of them being TerraGear.
Therefore I would vote in favour of such a change.

Any other comments or votes?

Cheers,
Ralf
From 4462aa3518b65ed76b6fc8a4cabae730fcd160fa Mon Sep 17 00:00:00 2001
From: Ralf Gerlich [EMAIL PROTECTED]
Date: Mon, 7 Jan 2008 12:03:44 +0100
Subject: [PATCH] Make the tile grid consistent.

This changes the actual tile numbering only in the range above 88 degrees latitude and fixes inconsistencies in other areas.
---
 simgear/bucket/newbucket.cxx |   46 -
 1 files changed, 5 insertions(+), 41 deletions(-)

diff --git a/simgear/bucket/newbucket.cxx b/simgear/bucket/newbucket.cxx
index 71c0ac2..9135f24 100644
--- a/simgear/bucket/newbucket.cxx
+++ b/simgear/bucket/newbucket.cxx
@@ -88,48 +88,12 @@ void SGBucket::set_bucket( double dlon, double dlat ) {
 // latitude first
 //
 double span = sg_bucket_span( dlat );
-double diff = dlon - (double)(int)dlon;
-
-// cout  diff =   diffspan =   span  endl;
-
-if ( (dlon = 0) || (fabs(diff)  SG_EPSILON) ) {
-	lon = (int)dlon;
-} else {
-	lon = (int)dlon - 1;
-}
-
-// find subdivision or super lon if needed
-if ( span  SG_EPSILON ) {
-	// polar cap
-	lon = 0;
-	x = 0;
-} else if ( span = 1.0 ) {
-	x = (int)((dlon - lon) / span);
-} else {
-	if ( (dlon = 0) || (fabs(diff)  SG_EPSILON) ) {
-	lon = (int)( (int)(lon / span) * span);
-	} else {
-	// cout   lon =   lon 
-	// tmp =   (int)((lon-1) / span)  endl;
-	lon = (int)( (int)((lon + 1) / span) * span - span);
-	if ( lon  -180 ) {
-		lon = -180;
-	}
-	}
-	x = 0;
-}
-
-//
-// then latitude
-//
-diff = dlat - (double)(int)dlat;
+
+lon=(int)((int)((dlon+180+SG_EPSILON)/span)*span)-180;
+x=(int)((dlon-lon)/span);
 
-if ( (dlat = 0) || (fabs(diff)  SG_EPSILON) ) {
-	lat = (int)dlat;
-} else {
-	lat = (int)dlat - 1;
-}
-y = (int)((dlat - lat) * 8);
+lat=(int)((int)((dlat+90+SG_EPSILON)/SG_BUCKET_SPAN)*SG_BUCKET_SPAN)-90;
+y=(int)((dlat-lat)/SG_BUCKET_SPAN);
 }
 
 
-- 
1.5.3.4

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Re: [Flightgear-devel] Problems found in world scenery and SGBucket class

2008-01-06 Thread Ralf Gerlich
Hi Christian!

Christian Buchner wrote:
 I found another slight discrepancy when converting back each tile's
 geodetic center coordinate to a bucket - this function might be slightly
 buggy: In a few cases it returns a different bucket number than given by
 the original file name of the tile. I can work around this problem, but
 I wonder if other parts of FlightGear might be affected by this bug.

I was just about to write a bug report about the same thing when I found
and reread your mail.

I came across this problem with the current scenery rebuild.
Interestingy the first run went without mostly no problem, but the
second run - initiated as Curt was missing some settlements - brought
up many failing tiles in the pole regions, due to faulty tile indices
used for location of shared edge elevation data.

I investigated further and there might be a connection to the missing
poles problem Torsten reported some time ago.

The set_bucket()-function will calculate different tile numbers for the
poles - even though the pole (180W,89N to 180E,90N) should be one tile -
depending on whether you are on the western or the eastern hemisphere.

This has to do mostly with the special cases introduced for rounding
(regarding SG_EPSILON) and for covering the difference between (int)
cast rounding towards zero and the desired behaviour more similar to a
floor().

Also the westmost tile on the tiles between 88 and 89 deg latitude is 8
degrees wide according to sg_bucket_span(), but starts at -180, which is
not divisible by 8. This means that e.g. 176W, 88.5N is both on a tile
starting at 180W and at 174W.

I was able to correct most of the inconsistencies without regression
(tested using random testing and 1.000.000 testcases, but verifiable
formally as well, I think), and I even introduced special-case handling
for the 180W-tile at 88-89 deg latitude.

Regression here means that for the positions tested both the old and the
new code report the same tile index.

The part for the poles (above 89 deg latitude) cannot be fixed without
regression, as depending on the longitude (western or eastern) the old
code reports different tile numbers, while it should not.

This might affect several applications, among them reading of scenery
and placement of objects, due to the differing tile numbers.

This is grid system has been in existence since at least September 2002,
as this is the date when the CVS for SimGear 0.3 started.

We will not get rid of that problem without lots of special case
handling or some flag day after which the old tile numbers will not be
valid anymore.

Cheers,
Ralf

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Re: [Flightgear-devel] Problems found in world scenery and SGBucket class

2008-01-06 Thread Ralf Gerlich
Hi again!

Ralf Gerlich wrote:
 This has to do mostly with the special cases introduced for rounding
 (regarding SG_EPSILON) and for covering the difference between (int)
 cast rounding towards zero and the desired behaviour more similar to a
 floor().

The problem only occurs for latitudes north of 83N or south of 83S
western longitudes. Only here the longitudinal span of buckets is above
1.0 and always divisible by 2, so that the center of a bucket always
lies on an integral longitude.

This leads to the fabs(diff)SG_EPSILON condition in newbucket.cxx:109
to evaluate to true and therefore activates the wrong calculation.
Casting to (int) always rounds towards zero, which in this case leads to
the base longitude being shifted eastwards by one span.

In case of latitudes north of 89N or south of 89S non-western longitudes
(=0) will lead to a base longitude of 0, while western longitudes will
lead to a base longitude of -180. This means that the single tiles
surrounding the polar caps (width 360 degree, height 1/8 degree)
essentially have different tile numbers depending on whether one is
coming from an eastern or a western latitude.

This might also explain the missing northpole-problem reported by
Torsten Dreyer some time ago. Another possibility would be that Curt's
last build failed in a similar way as ours did and there are not
northpole tiles ;-)

Cheers,
Ralf

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Re: [Flightgear-devel] Vmap0 Data

2007-12-19 Thread Ralf Gerlich
Hi Will!

will Pink wrote:
 VPFBASE  points to /stage/fgfs01/curt/RawData/Collections/VPF-Extracted

You need to point that variable to the place where you extracted your
VPF-data.

The script expects the parts for the different regions in the
subdirectories noamer, eurnasia, soamafr, and sasaus of the
VPFBASE-directory. If you do not have all regions, change the REGIONS
variable to list the names of the regions you have.

Cheers,
Ralf

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Re: [Flightgear-devel] CVS: data/Airports apt.dat.gz,1.7,1.8

2007-12-14 Thread Ralf Gerlich
Hi Arvid!

AnMaster wrote:
 Durk Talsma wrote:
 My understanding is that a full world-wide scenery rebuild is taking place 
 right now, courtesy of the Custom Scenery Project. The purpose of the 
 rebuild 
 is mainly to incorporate the latest apt.dat modifications and the latest 
 commits to the object database. Resolution of the scenery should be 
 approximately the same as the current scenery, but using the latest 
 improvements to terragear, recently made by Ralf Gerlich. 
 
 Nice. Where can I get this scenery? As I run a terrasync mirror I need to be
 able to download it to the server before the release to avoid problems. I 
 guess
 I would need about a day or so to download the new scenery to the server.

Martin and I have been working late since Wednesday to get that build
going. It's the first time that we're doing this so we have no idea how
long it is going to take, but we'll do our best to get it done on time.
The process is running now and it's done when it's done.

Cheers,
Ralf

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Re: [Flightgear-devel] Pre-final aircraft selection

2007-12-08 Thread Ralf Gerlich
Hi Gerard!

gerard robin wrote:
 Thanks , but NO 
 Catalina and Blackbird are on only under construction. 
 There is a lot of stuff to do , cockpit and FDM (mainly Blackbird which is 
 wrong), 
 My to do list is long like the bible :)  
 Nothing valuable to be released Production

Just today I had a (first) closer look at the models of the Catalina,
trying to figure out what you are doing differently than me so that your
models look so fine. I would be a lucky guy if my modelling skills were
so good that I could imagine potential for improvement in these models,
implying that _these_ models are not yet Production status ;-)

Yes, I saw you were talking about the cockpit and the FDM, not the
models, but I just wanted to get this item of well done to Gerard! off
my TODO-List ;-)

Cheers,
Ralf

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Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-01 Thread Ralf Gerlich
Ralf Gerlich wrote:
 It's probably a good idea to note here that Mathias Fröhlich's OpenFDM
 is based on such a multibody concept.
 
 http://openfdm.berlios.net/

Sorry, don't know how I got to that URL.

That's http://developer.berlios.de/projects/openfdm/ of course.

 
 Cheers,
 Ralf
 


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Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-01 Thread Ralf Gerlich
STenyaK (Bruno Gonzalez) wrote:
 I'm not familiar with the suspension geometry of planes, but i *guess*
 it can be modelled as a series of bodies, joints, springs and
 dampers, together with the tire model.

[SNIP]
 You simply simulate a couple of bodies linked together through joints,
 and the springs and dampers must be present too (depends on the
 physics engine of choice, the spring rates and dampening values are
 part of the joints properties, or a separate entity). As for the
 tires, that's probably the biggest issue i'll have to deal with in my
 simulator, but i think a simple approximation will be enough for plane
 landings.

It's probably a good idea to note here that Mathias Fröhlich's OpenFDM
is based on such a multibody concept.

http://openfdm.berlios.net/

Cheers,
Ralf

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Re: [Flightgear-devel] Fwd: Preparing the vmap0 Data / TerraGear

2007-11-29 Thread Ralf Gerlich
Hi Will,

I'm sorry, but I have no idea where this may be coming from. Maybe David
Megginson can help. AFAIK he's the original author of the tgvpf stuff.

Cheers,
Ralf

 When I try  prepare the vmap0 data with the following command -
 
 tgvpf --chunk=w080n40 --work-dir=LandMass --area=Default /vmaplv0-location/ 
 noamer bnd polbnda 
 
 It returns the following error -
 
 processing failed with VPF exception: failed to open VPF table file 
 /usr/local/src/Scenery/data/vmap0/vmaplv0/noamer/bnd/g/k/fbr

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Re: [Flightgear-devel] FGCOM gets a discussion page on the wiki

2007-11-26 Thread Ralf Gerlich
Hello Holger!

Holger Wirtz wrote:
 3.) as in real life there should be a mechanism for realising
 crosstalking (e.g. the sender with the maximum of output pushes other
 senders in the background)

crosstalking in real-life more often happens to create interference
which punishes those listening for wearing headsets (people tell me
these things are there for protecting your ears ;-)

 Please note -- Im used to hearing ATC chatter in the UK --probably a LOT 
 different in the rest of Europe and the US. I don't know how the ATC chatter 
 we have sounds to the rest of you guys both in terms of content and quality.
 
 I tried to follow some web ATC streams and I udnerstand nearly nothing -
 especially the pilots are very difficult to understand.
 :-)

As a VFR pilot I'm mostly used to German and English VFR chatter and
don't typically hang out on radar frequencies or the likes. The
FlightGear ATC chatter is almost incomprehensible to me, mainly due to
the speed...

After all, VFR is typically the domain of leasure time pilots, and most
of them don't generally practice their speed or even the coherence of
their radio skills daily. For some of them, FGCOM might change this... ;-)

Cheers,
Ralf

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[Flightgear-devel] [ANNOUNCEMENT] TerraGear-fork GIT repository

2007-11-22 Thread Ralf Gerlich
Hello all,

I just wanted to let all of you know that a read-only GIT repository of
the TerraGear fork is now available unter
http://mapserver.flightgear.org/git/terragear/.

A gitweb environment for browsing online is to be found at
http://mapserver.flightgear.org/git/

Thanks to Martin Spott for setup and maintenance :-)

Cheers,
Ralf


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Re: [Flightgear-devel] Preparing the vmap0 Data / TerraGear

2007-11-12 Thread Ralf Gerlich
Hi Will!

It's been a long time since I've been working with VMAP0 in VPF. Have
you checked whether the file exists at all and whether you can access it
directly (permissions)?

I can find two places in the sourcecode where a VPF table file named
fbr is opened. In both cases it should have a tileref-component in
its path, so I'm a bit lost here.

will Pink wrote:
 tgvpf --chunk=w080n40 --work-dir=LandMass --area=Default /vmaplv0-location/ 
 noamer bnd polbnda 
 
 It returns the following error -
 
 processing failed with VPF exception: failed to open VPF table file 
 /usr/local/src/Scenery/data/vmap0/vmaplv0/noamer/bnd/g/k/fbr

Cheers,
Ralf

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Re: [Flightgear-devel] Bug in SGBinObject write_bin() function?

2007-11-12 Thread Ralf Gerlich
Hi Christian!

Christian Buchner wrote:
 This code loads the largest (non-airport) BTG file from the World
 scenery disk 1 (mounted on drive S: on Windows) and tries to save it back.

I don't have that disk, but I downloaded the respective chunk from the
FlightGear scenery download site to try and reproduce the problem.

I'll try it with the respective tile from that download and if I can't
reproduce it, we'll compare hashes or somebody will have to send me that
tile.

Cheers,
Ralf

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Re: [Flightgear-devel] Keyboard reorg

2007-11-12 Thread Ralf Gerlich
Hi!

Melchior FRANZ wrote:
 (2) I'd say that we want to keep the power of XML defined
 bindings (with embedded Nasal where appropriate.) But
 one could think about not having those automatically
 triggered, but read them into a map, and let the
 keys trigger such bindings by name. That way one could
 assign bindings in a dialog. (Personally, I don't like
 this type of configuration at all. It's not nearly
 as flexible as editing the XML file, and one doesn't
 configure the keyboard often, especially if the
 defaults are sane. This is just a lot of bloat and
 complexity for a feature that isn't needed at runtime
 at all.)

Hm, wouldn't that - in UNIX manner - call for an external configuration
tool to edit the XML bindings?

I'm putting this here without ever having thought of who would actually
take the effort ;-) It's not unreasonable to assume that such a solution
would require more effort than modifying the keyboard binding mechanism
as you suggested.

Cheers,
Ralf

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[Flightgear-devel] New fgfs-builder release; forking TerraGear

2007-11-09 Thread Ralf Gerlich
Hello!

As there have been commits on TerraGear CVS I had to update the Custom
Scenery patches, so therefore there is a new fgfs-builder release.

This release is currently only available as a tar-ball from
ftp://ftp.uni-duisburg.de/FlightGear/Misc_rag/fgfs-builder

Note that this also includes several patches to TerraGear, some of which
are build fixes, but also additions of tools such as ogrdecode and
modifications to shape-decode. A tool for using DEM data in any
GDAL-readable format called gdalchop is currently under development and
will serve to allow using e.g. the CGIAR preprocessed SRTM data, which
is delivered as GeoTIFF (with some unfortunate properties regarding the
tiling).

I had already submitted these patches to Curt, but it seems that within
about 8 months there hasn't been a single slot of time in which he was
able to review them. As I don't have access to TerraGear CVS and
probably won't get any in the near future, I have switched to managing
my additions locally with git, following the examples of others here on
the list (Pigeon, John, Hans Fugal, ...).

Keeping the patches up to date to CVS without having access to a proper
VCS would become a PITA otherwise.

Note that Custom Scenery also wants to go further on development and
enhancement of TerraGear. We will synchronise with the official
TerraGear CVS regularly and provided that acceptance of our patches is
probable we will submit our changes back.

However, given the past history of our submissions and the consistent
refusal by Curt to give at least one of the team CVS write-access to
make use of the VCS facilities (e.g. going out on a development branch),
we now plan to actively fork TerraGear.

This does not mean that additions and large changes may happen soon, but
it just relieves us of an important management burden for bringing
TerraGear forward and it should relieve Curt of our constant nagging. ;-)

Just to clarify once more, in case it wasn't clear already: There is no
bad mood behind this mail at all. We just want to move on.

TerraGear is being criticized for its current state and to a large
extent that criticism is justified. We would like to try enhancing it
and making it more useable. A proper development environment is one
requirement for the work that is ahead of us and while we would have
liked to have done that within the already pretty sparsely used
facilities, time has shown that it will not be possible so we're only
creating a proper platform for our work. We are not breaking up with
FlightGear, quite to the contrary.

Cheers,
Ralf



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Re: [Flightgear-devel] New fgfs-builder release; forking TerraGear

2007-11-09 Thread Ralf Gerlich
Hi!

Heiko Schulz wrote:
 Nice to hear!
 
 So the developement goes on? So it get's more
 userfriendly, and more independant of the platform?

We don't have a development plan yet. There are some things we'd like to
adress in the near future such as interfacing to GDAL and OGR, but there
are some more things on our mind that we might start working on.

Essentially the basic workflow of TerraGear will probably stay the same
due to the possibility of parallelisation for automatic scenery
building, but we'll probably need some more finetuned interface if we
want to implement instantaneous and local scenery rebuilds from
mapserver.flightgear.org on submission of new local data.

 I hope there is will be a healthy competeion between
 terragear and fgsd!

As far as I view the relationship between fgsd they are more
complementary than competitors. TerraGear is clearly better suited for
automatic rebuilding as we will need it based on the scenery database,
while fgsd is more suited for local work.

So we will clearly not focus our work on competing with fgsd.

I have to stress that there might not be big movement straight ahead,
but currently I have some spare time to work on some TerraGear
extensions, so it was the time to establish the work environment.

Cheers,
Ralf

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Re: [Flightgear-devel] New fgfs-builder release; forking TerraGear

2007-11-09 Thread Ralf Gerlich
Hi Melchior!

Melchior FRANZ wrote:
 Maybe you don't want CVS access anymore, after you have dived
 into git, but I think you should have access to TerraGear, and
 maintain an alternative branch there. The main branch is a
 sensible area, and I understand why Curt is conservative here.

I do understand Curt's point of view. It all started with the notion
that git would be a good idea to use for managing my stuff outside CVS...

 It's not that you aren't trusted or deemed competent -- quite
 on the contrary --, but not all of your goals might be project
 goals yet. It looks like you aim for maximum quality and resolution,

...but then we realised exactly that we have possibly different aims. In
principle this is a fork of course, but it also is a way to establish a
good technical environment for our development. I have grown quite fond
of git already. ;-)

 and I sure would like to have that too. But I tried your Bodensee
 tiles. Once or twice, and then never again. They made my machine
 crawl. If that became default fgfs scenery, then I'd have to
 leave the project (or ask people to donate a good machine).

Oh, we know that problem and it's one of our many issues we are working
on. But as you might know from 3D-modelling it's often easier to use
more triangles than less. Most of that btw comes from the high
additional triangles from the line data.

Cheers,
Ralf

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Re: [Flightgear-devel] FlightGear terrain engine

2007-11-02 Thread Ralf Gerlich
Hi!

Georg Vollnhals wrote:
 Hi Ralf,
 
 you know yourself how much I appreciate your work and like the output -
 just remember my words about the Berlin terrain in the GFF.
 
 The aim of this project is to enhance the local scenery worldwide
 automatically by scanning the LS7 stuff.
 This worldwide automatically = press the button I'll do the rest  is
 really far from working as you describe yourself. Actually there is a
 lot of knowledge necessary to do the work and even if Martin will finish
 his part you have to go through the training process for every LS7
 picture as far as I understood all.

Well, if you raise the bar that high, _all_ efforts of improving world
scenery are far from working, including e.g. OpenStreetMap - and will be
forever.

Our job is to enable users to use the methods or synthesis of methods we
developed. We will use these ourselves to improve scenery in some areas,
but we can't do everything and it is clearly not the intention of our
project to get all the data automatically, because this is
comprehensibly not possible.

 submit that to the service again and retrieve automatically classified 
 vector data
 
 I doubt that this will help most of the scenery-developers/users as long
 as you cannot process these data due to that cannot compile, cannot
 use TerraGear problem.

Well, this is something to tackle, but it is not and never was a goal of
the Automatic Landcover Classification Project to make a new TerraGear
or to improve its handling. It _is_ part of the mission of the Custom
Scenery Project, but that clearly doesn't add anything to your claim
that the classification concept would be far! from working.

I have brought the fgfs-builder to attention multiple times and I have
mentioned that it downloads and compiles the problematic dependencies of
TerraGear as well. I created the fgfs-builder because I had problems
with compiling TerraGear and the required stuff at the beginning myself,
and I am using it regularly without many problems.

Up to now I haven't received any feedback on that part, so either nobody
has tried it, nobody has had any problems compiling TerraGear or nobody
bothered to report their problems. I know that it probably won't work
out of the box on Cygwin or similar, but I can't do everything at once,
similar to everybody else here.

BTW: the fgfs-builder SVN repository has moved to
http://svn.community.therosconsulting.com/fgfsbuilder/. Many Thanks to
Douglas Campos for hosting it! I also prepared a new tarball of the
current version at
ftp://ftp.uni-duisburg.de/FlightGear/Misc_rag/fgfs-builder

Some weeks ago I nearly had a full new tutorial for building scenery
with TerraGear done, including current datasources, current preparation
tools (e.g. the shape-decoder) etc. An unfortunate slip ruined that work
and up to now I didn't have the time to re-establish that part and it
will stay that way for at least one further week.

The intention of the scenery database is similar to that of the scenery
object database: We want to collect customised landcover and linear
feature data at a central point, were we can integrate multiple sources
(e.g. OSM, TIGER, Canada Road Map) and from which we can automatically,
regularly and much more often than currently generate scenery.

When you submit a change in the data - e.g. by using Landsat imagery of
your region, providing training data, checking the classification
results returned to you and submitting them after correction - the
change will be visible shortly in the next scenery build.

For that we already got TerraGear running on the OSGeo machine that
currently hosts the FlightGear mapserver (which makes it possible to get
the data out of the database without having to go via possibly
errorprone network connections).

The problems you mentioned are applicable to _all_ such activities and I
would call it unfair to attribute this specifically to a single project.

I will now get back to more productive activities so that my schedule
won't get any more worse, pushing back any activities for FlightGear
further.

I hope that I was successful in clarifying that the application of
automatic classification is nothing that we will only see in the far
future, as you implied, but it _is_ working and is near a stage were
users will actually be able to help improving the database, instead of
just looking at the results the project people produced. The only
limiting factor right now is the free time of the people doing the work.

Cheers,
Ralf


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Re: [Flightgear-devel] FlightGear terrain engine

2007-11-01 Thread Ralf Gerlich
Hello!

Georg Vollnhals schrieb:
 1. Getting better scenery details for wide areas without buying any data
 - the Landsat7 project

 http://www.custom-scenery.org/Building-Scener.331.0.html

 Here a semi-automatic scanning of prepared Landsat 7 pictures can result
 into a much more detailed scenery. There are two areas available for
 FlightGear, the Berlin Linuxtag scenery and (as far as I remember) the
 Bodensee scenery. Although the process of scanning these pictures is
 not easy due to the low resolution and the software and AI is under
 development the result was fascinating in my eyes.
 The aim of this project is to enhance the local scenery worldwide
 automatically by scanning the LS7 stuff. This is far! from working but a
 very interesting branch of development.
   
Well, it _is_ working, as you can see from the Custom Scenery examples
on http://mapserver.flightgear.org/. The limiting factors currently are
the simplification required so the TerraGear and FlightGear don't choke
on the load of details we get from the low resolution imagery ;-) , and
the second is making the process workable for average Joe User (which is
mainly a problem of simplification, as well ;-) )

I have documented the process of classification at
http://www.custom-scenery.org/Building-Scener.331.0.html

Martin is currently working on trying the process himself and maybe will
be able to establish a webservice where users can retrieve parts of the
Landsat imagery for their favourite area, produce a training vector map,
e.g. using QGIS, submit that to the service again and retrieve
automatically classified vector data. He has established close ties with
the OSGeo foundation and we are allowed to use some of their topnotch
hardware for this task.

So, no, this is not far from working. In contrast, we are finally
approaching a point where this can be applied generally, and it might be
that Seb's work will allow us to use all the detail we can retrieve from
Landsat.

Cheers,
Ralf



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Re: [Flightgear-devel] Scenery file formats: SRTM elevation data source

2007-09-21 Thread Ralf Gerlich
Hi David,

TerraGear is really an issue for itself and I up to now have only been
successful building it on Unix systems. AFAIK it is completely missing a
build environment for MS Visual Studio.

David Pérez-Piñar López wrote:
 I've been able to successfully build FlightGear without much pain - just
 a couple of tweaks, as I'm working on a Windows XP / Visual Studio 2005
 Express environment, and everything runs fine.

Great!

 However, I've tried also the TerraGear package, a completely different
 story. My interest is not just to compile it, but to update my
 FlightGear scenery with more accurate data.

I don't think anybody expected you to try compiling TerraGear just for
the fun of it - let alone on a currently unsupported platform. ;-)

 I've got elevation data from SRTM Data
 (http://srtm.csi.cgiar.org/SELECTION/inputCoord.asp), which gives
 you data for a relatively large area into one unique file. It's a very
 convenient source, as they have already done the hard work for filling
 voids with interpolated elevations. As this is not the same source
 TerraGear is programmed for, I was planning to reprogram the file
 interface section in order to adapt it to my source.

For importing GeoTIFF'd data I have created a gdalchop utility which
uses GDAL to import elevation data from any format supported by GDAL,
including GeoTIFF. A patch is available from
http://svn.qmx-systems.com/fgfsbuilder/trunk/products/TerraGear/patches/gdal-03gdalchop.patch

It's not yet perfect as it produces artifacts for reasons I do not
understand currently and it's pretty slow due to me doing things a bit
more complicated than necessary (as I found out just recently). I
currently don't have the time and motivation to continue working on it,
but you might find this a good starting point, as an alternative to
Jon's conversion tips.

One of the problems is that the HGT files include data for all the
borders while the CGIAR files only contain data e.g. from 10 deg east to
19 deg 59 min 57 sec east, i.e. the east and north borders are typically
missing. TerraGear, however, requires the tiled elevation files (the
.arr.gz stuff) to include the border data. So merging adjacent CGIAR
tiles might be necessary before conversion.

 After several attempts and many hours trying to compile TerraGear,
 I have finally made it for the chop utility. However, as the data file
 is different from the one used in the original implementation
 of hgtchop, I will need to modify the code. For that reason, I ask you
 some specific information I'm not able to infere from the code: What is
 the size (lat-long) of elevation files generated by the original code?

The elevation files cover exactly one tile. The height of a tile is
always 1/8 degree of latitude and the width in degrees longitude varies
with latitude so that a tile is always about the same width in miles.
See SimGear/simgear/bucket/newbucket.hxx for a definition of
SG_BUCKET_SPAN (height in degrees latitude) and sg_bucket_span() (width
in degrees longitude).

This size must be maintained and the distance of points can be chosen to
be a constant and integral number of arcseconds which is written in the
header of the .arr.gz-file. The code for parsing and writing these files
is in TerraGear/src/Lib/Array/array.{hxx,cxx}

There is no proper documentation that I know of, but the parser and
writer code for the .btg.gz-files can be found in
SimGear/simgear/io/sg_binobj.{hxx,cxx}. However, I suspect that if
you're going for the .btg.gz files directly just because of CGIAR-files,
you might be going a bit over the top.

Cheers,
Ralf

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Re: [Flightgear-devel] And again: VATSIM and FG?

2007-09-17 Thread Ralf Gerlich
Hi!

I have worked previously on a KDE port of the ProController client (now
replaced by ASRC) and maybe I'm a bit bitter about my experience at that
time. Therefore I'm not trying to give answers here, but just ask some -
possibly suggestive ;-) - questions.

Holger Wirtz wrote:
 But they asked me if I want to write something like a VATSIM-proxy for
 FG to get arround the GPL problem. This proxy has to be closed-source.

Hrm, so they are interested in getting FlightGear users into the boat,
but they are not willing to open their protocol? How big can that
interest in FlightGear users be relative to the interest in keeping
their protocol obscured? Might that be some security-by-obscurity thing?

Cheers,
Ralf


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Re: [Flightgear-devel] And again: VATSIM and FG?

2007-09-17 Thread Ralf Gerlich
Hi,

Jon Stockill wrote:
 This needs to take into account the platforms that flightgear is used 
 on. If it's closed source then ideally whoever produces the app is going 
 to need the capability to build (at the very minimum) linux, mac, and 
 windows binaries, since handing the source over to someone else to let 
 them build for their own platform isn't an option.

Not necessarily. I think, Holger was talking about some kind of proxy
server. In terms of server OS, we don't need to be that picky, although
I would term it a benefit if the server could be run on all OS'
flightgear runs on.

Curt, as far as I understood it, VATSIM asked Holger wether he wanted to
write such a proxy, which I interpreted as an expression of interest
from their side, so I don't think that the interest is single sided.

Of course we could benefit from an integration with an already
established network with a huge number of participants. My work with the
technical staff of the VATSIM network was some time in the past, so
maybe something has changed. However, from what I had seen in those days
and the fact that the protocol is still closed, I'm a bit suspicious.

BTW: I didn't know that VATSIM is commercially dependent on closing down
the protocol...

I will drop out of the thread here, because this is getting more
destructive criticism than I wanted it to become...

Cheers,
Ralf

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Re: [Flightgear-devel] Addition of true comms in multiplayer

2007-09-03 Thread Ralf Gerlich
Hi all!

Melchior FRANZ wrote:
 * Vivian Meazza -- 9/3/2007 10:22 AM:
 That would be 90% of the 10% who aren't Windows users then? Don't forget
 that by far the majority of our users out there are on Windows, as opposed
 to the developers for whom the ratio is probably reversed.
 
 While I agree with your demand to keep fgfs cross-platform, which is
 one of its central properties, I don't buy the 90% of the fgfs users
 are on Windows myth. This is solely based on Curt's download statistics
 and thus completely flawed.

Independent of that it's probably better to have something working for
at least one or a few platforms than to have nothing at all. Remember?
Don't let the perfect be the enemy of the good. ;-)

Cheers,
Ralf

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Re: [Flightgear-devel] Addition of true comms in multiplayer

2007-09-03 Thread Ralf Gerlich
Hi!

Melchior FRANZ wrote:
 * Ralf Gerlich -- 9/3/2007 6:41 PM:
 Melchior FRANZ wrote:
 While I agree with your demand to keep fgfs cross-platform, which is
 one of its central properties, I don't buy the 90% of the fgfs users
 are on Windows myth. 
 
 Independent of that it's probably better to have something working for
 at least one or a few platforms than to have nothing at all. Remember?
 
 Huh? I'm actually member of the choir that you are preaching to. As I
 said: cross-platformness is a major project goal that I fully support.

Hrm, I'd probably better kept to my own principles of being exact in
e-Mails. Essentially, I only wanted to avoid having a discussion here on
what exactly the user-share among the OS's is, because I see it as
mostly irrelevant, as long as somebody finally got his/her (Do we have
female project members, anyway? ;-) ) guts together and started working.

And - of course - the ultimate goal is to be cross-platform, which will
make this discussion irrelevant for yet another reason as soon as the
module evolves ;-)

I'm sorry if I wasn't clear enough on that.

Cheers,
Ralf


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Re: [Flightgear-devel] New screen streamer and mpcam

2007-08-21 Thread Ralf Gerlich
Hi Pigeon,

Pigeon wrote:
 And to just for fun and to show what you can do with the streamer,
 I've setup an experimental mpcam live camera hooked up with the FGMap.
 So you can *actually* see them flying side by side to the map.
 
 
 Just goto:
 
 http://mpserver02.flightgear.org/?mpcam
 
 Then click on the video icon near the top right. You'll need flash
 support in your web browser. The map will automatically follow whoever
 the mpcam is targeting.

This is great stuff! :-)

Cheers,
Ralf

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Re: [Flightgear-devel] Seasonal AI-Flighplans, AI Dash-8

2007-08-13 Thread Ralf Gerlich
Hi Durk!

Durk Talsma wrote:
 Currently we don't support for that, but I am currently involved in an 
 offlist 
 discussion on a possible traffic manger version two, which would be a big 
 step toward such flexibility. Currently, a each aircraft has to be assigned a 
 fixed series of flights, whereas the new version flight schedules and 
 aircraft information would be decoupled. This change would probable involve a 
 new input file format, which would be a lot closer to that of actual airline 
 time tables, and would be a lot easier to build than the current ones. 

Heh, I have built a small Java-Program using the JCHR constraint
handling kit which does a similar thing. One can edit schedules in
OpenOffice or some other CSV-capable software in a format similar to the
actual airline schedules and provide a number of aircraft, which are
then scheduled to a series of flights.

It's not perfect, but it works. Currently, one has to separate the
schedules by aircraft type, but I'll probably get that one fixed as well.

With this software we already got the schedule of Intersky complete and
EDNY is already busy - if you can say that a regional airport is busy
;-) It just has that unfortunate minor bug that F50s are flying around
and noch Dash-8s. ;-) Given a better replacement, I could post the
flightplans.

 Ingrid is working on the Star Alliance Flightplans :-) (no guarantees,
 however ;-)
 
 Sounds good. :-)

Yeah, that should provide some more busy skies. But the schedule has I
think over 200 pages in small print. We've been searching for a format
more suitable for automatic processing, but up to now to no avail.

 I have just recently received a number of dedicated AI aircraft from Innis 
 Cunningham, which I haven't committed to CVS yet. These include a Bombardier 
 Challenger, a Cessna Citation, a Fairchild Dornier,  a Dehavilland Dash-7, an 
 Embaer legacy, an MD80, and an MD90. 

Sounds great!

 I'm currently trying to incorporate these aircraft into my test database, and 
 once I have a sufficient number of repaints will commit them to cvs. I'm 
 using some of the businessjets as standins for their regional jet 
 counterparts. As such, I'm currently using the Dash-7 as a stand-in for the 
 Dash-8. Innis indicated working on more aircraft for AI, so hopefully that 
 includes a Dash-8 as well. 

Go, Innis! ;-)

Cheers,
Ralf


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[Flightgear-devel] Seasonal AI-Flighplans, AI Dash-8

2007-08-11 Thread Ralf Gerlich
Hi all,

is there a possibility to introduce seasonal flightplans for AI aircraft?

Most airlines have a winter and a summer schedule, but also some more
limited flights which take place only for a few weeks or months.

Ingrid is working on the Star Alliance Flightplans :-) (no guarantees,
however ;-)

BTW: Anybody interested in making an AI-model of a Bombardier Dash
8-300Q (previously DeHavilland Canada)? All aircraft of the InterSky
group (stationed at EDNY) are Dash-8. We are currently resorting to a
Fokker 50, but that is not a proper replacement in terms of performance.

Cheers,
Ralf

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Re: [Flightgear-devel] Bug in JSBSim FGPropeller.cpp

2007-08-07 Thread Ralf Gerlich
Hans Fugal wrote:
 Perhaps someone who has flown a counterrotating twin can weigh in.

Then Torsten is the right person here. Guess who does fly the real-life
counterpart of the Seneca in FlightGear?

Cheers,
Ralf

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Re: [Flightgear-devel] Landsat based scenery requests

2007-08-04 Thread Ralf Gerlich
Hi there!

Harald JOHNSEN wrote:
 AnMaster wrote:
 
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA512

 I'm wondering if it is possible to request landsat based scenery of some
 specific area (like that was done for LinuxTag and EAA Oshkosh), if yes I
 would like to request such scenery for the area around KSFO. That area looks
 really bad (with a hill in the middle of the terminal for example.

  

 Landsat imagery is used to determine the landclass if I understand well, 
 this won't change the elevation of the terrain. This elevation is 
 allways wrong where you have buildings, the radar that mesures the 
 height can hit the terrain or the roof of a building. I don't know if 
 there are tools to edit this kind of data.

The SRTM-data can be imported into GRASS and edited. Export to the HGT
format is not available, but I have a tool (which is part of the
fgfs-builder) which can process height data in all raster formats
supported by GDAL.

Alternatively one can convert the current SRTM data to contour lines,
which can then be edited using QGIS or similar, and interpolated to a
raster height field again.

One would need _free_ reference data for appropriately adjusting the
elevations, however. Most of all, you need to make sure that the
reference data is not just based on SRTM itself (which is true for many
modern maps, which again often are not free).

Regarding Landsat-based scenery we think that we cannot yet automate the
scenery-on-request concept fully, but we could e.g. start with accepting
external training data.

In the (still incomplete :-/) Landsat scenery-building tutorial[1] I
have described how to create training vector maps. Maybe somebody who
has a bit of experience with either QGIS or GRASS might want to help us
to try and find a workable procedure for generating landsat-based
scenery data from externally provided training data.

IIRC the default KSFO tiles contain customised scenery in the Alcatraz
area. Maybe somebody could tell what exactly was edited there, so we
could find out how to integrate that into a possible new landsat-based
scenery.

Cheers,
Ralf

[1] http://www.custom-scenery.org/Building-Scener.331.0.html

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Re: [Flightgear-devel] Epsilon, alpha_tail and independent tail contributions

2007-07-21 Thread Ralf Gerlich
Hi,

IIRC you can specify functions (e.g. tables) in JSBSim which are in a
first step completely unrelated to lift, drag, sideforce or any of the
moments. The files output by DATCOM+ do this for the ground effect by
establishing a table of additional coefficients based on the ratio of
height AGL and span. These coefficients are then multiplied on the basic
lift and drag.

Simply place a function outside any of the axis definitions and then use
it as a property in your axis functions. An example can be seen in the
Seneca-model by Torsten Dreyer:

http://cvs.flightgear.org/cgi-bin/viewvc/viewvc.cgi/data/Aircraft/SenecaII/SenecaII-jsbsim.xml?content-type=text%2Fplainview=co

Search for ground-effect-factor-lift.

You could use this to describe the downwash based on the current AoA and
whatever is needed in addition.

Cheers,
Ralf

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Re: [Flightgear-devel] Custom Scenery for EAA Oshkosh

2007-07-18 Thread Ralf Gerlich
Hi Curt!

Curtis Olson wrote:
 Part of the data is based on a new method of automatic landcover
 classification from Landsat satellite imagery. The method is not new
 in that it is well-known in other areas. The method is new in the
 sense, that it was not yet applied to FlightGear scenery generation.
 
 
 Hi Ralf, this sounds very exciting.  Is it something you are running
 locally, or part of a larger external project somewhere?   Can this
 process locate lakes and rivers with any level of accuracy?  What image
 resolution is available.  At some point it would be fun to experiment
 with drawing the textures directly over the terrain ... as an option for
 people that like blurry airports and taxiways that disappear into mush
 when you get close to them. :-)

This is currently a local project. I am manually fetching the respective
Landsat tiles (ETM+, 8 channels) and do manual training by marking some
representative areas of different types. The goal is - as I said - to
integrate this with OSGeo, who are also interested in the resulting
data, and to use such data for the whole world to replace the polygonal
features of VMAP0.

There is a European project called CORINE, and they were obviously able
to distinguish over 40 different classes of landuse from Landsat imagery
by automatic classification. See
http://terrestrial.eionet.europa.eu/CLC2000 for more information.

The actual accuracy is still an open question, as we are currently
focusing more on recognition value for navigation and performance. The
latter part requires sometimes heavy simplification of the vectorised
classification results in order to limit the number of triangles per
tile. IIRC the maximum triangle count for the Oshkosh scenery is
somewhere around 18.000 for some single tile (the others are around
10.000, but most are lower).

Accuracy is obviously also dependent on the resolution of the imagery,
which is 57m/pixel (one of the infrared bands, IIRC) via 28.5m/pixel
(most bands, inclunding the visible light ones) to 14.5m/pixel (the
panchromatic band). The panchromatic band can be used to enhance the
visible light bands to double the resolution, but in the area of
airports I don't think the result would be satisfying.

This also means that some smaller regions such as tiny lakes or thin
rivers may not be recognised or present in the final dataset, either
because their shores blend too much with the surrounding terrain in the
imagery or because they are removed on simplification (or both). Some of
this may be an issue of more sophisticated training, but we are also
investigating into how we could improve the simplification, e.g. by
introducing weights so that a border between evergreen and deciduous
forest could be simplified stronger than e.g. a border between lake and
non-lake areas.

We presented an experiment in the Berlin area with this approach on
LinuxTag and I was told (as I wasn't able to go there myself) that we
got very positive feedback. The Berlin scenery can be found here:

http://www.custom-scenery.org/Berlin-Scenery.329.0.html

 What we could also improve on the scenery in a much more simple step
 would be to improve the textures. The current textures are much too
 contrast-poor. At least that's my impression when I compare what I see
 from above and what I see in FlightGear. Unfortunately, I'm not good at
 knowing in advance what will look good, I just see when it doesn't look
 good.
 
 
 The current texture set is a huge improvement over what we had before,
 which was a huge improvement over what we had before that, etc. etc. but
 yes, there is still plenty of room for additional improvements in the
 textures.  Also, we really need to figure out a mechanism to blend the
 transition between textures so we don't have the hard edges we have now.

I very much favour the use of generic textures over the draping of
satellite or aerial imagery, as generic textures can still provide
almost arbitrary detail without using much space on disk and in RAM.
When flying and navigating the important part is that a road, a forest
or a city border is in approximately the right position. It is not
important whether a specific tree is at the actual position it is in in
reality.

Furthermore, satellite or aerial imagery is only available freely for
some regions of the world (parts of the U.S., for example) or only in
low resolution or both. Still, by using generic textures and automatic
classification, we can make much better use e.g. of the freely available
Landsat imagery, even though the original data is only of a low resolution.

Cheers,
Ralf

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Re: [Flightgear-devel] Custom Scenery for EAA Oshkosh

2007-07-17 Thread Ralf Gerlich
Hi!

Bohnert Paul wrote:
 Thanks for rebuilding the Oshkosh tile.

This is not only a rebuild, the data is completely different (and more
accurate) than what we have in the standard scenery.

It also is not only the Oshkosh tile, but it includes 48 tiles around
Oshkosh, some of which are not completely covered by new data, though.

 Also rebuild on the same tile, Appleton, KATW, and Fond du Lac, KFLD.

Should be included already.

I will try to include the railroads and rivers from TIGER as well.

Cheers,
Ralf


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Re: [Flightgear-devel] Custom Scenery for EAA Oshkosh

2007-07-17 Thread Ralf Gerlich
Hi!

AnMaster wrote:
 Very nice, exactly what data is this scenery generated from and why can't it
 be used for all of flightgear's scenery? In my opinion the current scenery is
 plain ugly.

Some of the information about the data sources can be found on the
project homepage:

http://www.custom-scenery.org/Oshkosh-Scenery.338.0.html

Part of the data is based on a new method of automatic landcover
classification from Landsat satellite imagery. The method is not new
in that it is well-known in other areas. The method is new in the
sense, that it was not yet applied to FlightGear scenery generation.

The other part of the data is from the U.S. Census Bureau TIGER dataset,
which is highly detailed and accurate, but only available for the US (or
even only parts thereof, not sure currently).

 Also is this scenery being generated for some event (like the linuxtag add on
 scenery was)? In that case what event exactly?

The occasion is that a request was some month ago to rebuild the scenery
for the Oshkosh EAA AirVenture, which is to take place next week.

We are currently still in a pre-automation stage for the classification
methodology. We hope to get series-production running at some point
where a set of powerful computers (which will probably be provided by
the OSGeo foundation) will perform the classification worldwide, leading
to a hopefully complete landuse dataset of the whole world.

What we could also improve on the scenery in a much more simple step
would be to improve the textures. The current textures are much too
contrast-poor. At least that's my impression when I compare what I see
from above and what I see in FlightGear. Unfortunately, I'm not good at
knowing in advance what will look good, I just see when it doesn't look
good.

Cheers,
Ralf

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Re: [Flightgear-devel] Custom Scenery for EAA Oshkosh

2007-07-17 Thread Ralf Gerlich
Hi,

AnMaster wrote:
 So, could scenery be mass generated with this method for all parts of the
 word it exist for? I understand scenery would be larger but with terrasync I
 only need to get the part I fly over anyway (for official scenery).

The mass generation is our goal, but we are currently still in an
experimentation phase. The results, however, seem promising, as can be
seen in the Oshkosh scenery and the Berlin scenery. I am also working on
a rebirth of the South Germany scenery based on this approach, but as
for many contributors here, my time is limited and only sporadically
available in the required amounts. ;-)

 The other part of the data is from the U.S. Census Bureau TIGER dataset,
 which is highly detailed and accurate, but only available for the US (or
 even only parts thereof, not sure currently).
 Ouch, I'm mostly interested in Europe (Sweden mainly).

Yeah, that's also our problem...

 OSGeo? Who are they?

http://www.osgeo.org/

It is the Open Source Geospatial Foundation, which organises a lot of
different OSS GIS projects as well as efforts to acquire freely
available geodata, such as our classification project.

 Also where can I get the scenery, the link The scenery is available at
 ftp://ftp.uni-duisburg.de/FlightGear/Misc_rag/scenery/landsat_oshkosh.;
 redirects to a German page (http://www.uni-duisburg-essen.de/materialtechnik/)
 that I can't read... :(

Ups, sorry, I though I had fixed that. The text gives the correct link
and the actual link should be fixed now.

Cheers,
Ralf

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[Flightgear-devel] Custom Scenery for EAA Oshkosh

2007-07-16 Thread Ralf Gerlich
Hi all,

I know the AirVenture is less than a week ahead and so I'm probably a
bit late, but I have prepared new landcover data for the region around
Oshkosh and Lake Winnebago.

I hope that Martin will have the TIGER data ready on time so I can
integrate that as well, but for now we have only a landcover+airports
version available at

http://www.custom-scenery.org/Oshkosh-Scenery.338.0.html

Cheers,
Ralf


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Re: [Flightgear-devel] Custom Scenery for EAA Oshkosh

2007-07-16 Thread Ralf Gerlich
Hi all!

Ralf Gerlich wrote:
 I hope that Martin will have the TIGER data ready on time

The first chunks of that data is available and was integrated into the
scenery. Again, available at

 http://www.custom-scenery.org/Oshkosh-Scenery.338.0.html

The result is quite interesting, as obviously highways and similar have
actually two separate lanes. Still there are some artefacts obviously
introduced by TerraGear's triangle sliver removal code has the
surrounding texture leak into the road lines.

Cheers,
Ralf

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Re: [Flightgear-devel] How to apply different texturing to, the terrain mesh? (addressing especially Tim Moore)

2007-07-06 Thread Ralf Gerlich
Hello Sebastian!

Sebastian Bechtold wrote:
 Tim Moore wrote:
 So, I don't mean to be discouraging because I think this is ultimately
 the right approach in terms of bumping up terrain detail and
 implementing terrain and texture LOD, but you have a lot of hacking
 ahead of you.
 
 Then it should be so. I'd really like to help making FlightGear better,
 and of course I want to improve the things which, in my option, need it 
 most.

Great to hear that you're so motivated. I hope it stays that way once
you have started! ;-)

 I have to admit that at the moment, I have not the slightest idea about any
 coordinates and stuff, but I'm willed to learn :).

Although I'm a bit skeptical about whether I like the concept at all or
not, there's no better way of finding out than trying. ;-)

I can assure you that I will provide support to you with everything I
learned about scenery design, file formats and coordinate systems in the
FlightGear world. I will not be able to assist you much in coding, and
specifically not in the area of 3D programming, but I will try to do my
very best to help you being successful in the areas I can help with.

Sebastian Bechtold wrote:
 The plan would be to include the raw (meaning not 
 compiled/digested
 into the .btg files) vector data into a scenery file and auto-generate
 the textures using this data.

The .btg-file-format is not well extensible (and probably will not be
needed anymore anyway with your approach), so I wouldn't integrate this
data into the btg or stg files. You don't seem to be thinking about
something like that anyway, so this is merely a note from my side.

Cheers,
Ralf

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Re: [Flightgear-devel] How to apply different texturing to, the terrain mesh? (addressing especially Tim Moore)

2007-07-06 Thread Ralf Gerlich
Hi once more!

Ralf Gerlich wrote:
 I can assure you that I will provide support to you with everything I
 learned about scenery design, file formats and coordinate systems in the
 FlightGear world. I will not be able to assist you much in coding, and
 specifically not in the area of 3D programming, but I will try to do my
 very best to help you being successful in the areas I can help with.

So why not start right now? (forgive me if you already know a lot of the
following).

So what we have in the database is a logical setup of the terrain data
in terms of polygons describing aerial features (forest, town, cities,
etc.) in terms of polylines describing linear features (roads,
railroads, small streams, etc.)

Logical setup means that the data is not yet directly associated with
a texture or in case of linear features also with a width, but this is
typically done when extracting the data from the database and converting
it to a TerraGear-friendly format in the TerraGear working directory. So
the actual association of type of landcover and a texture is established
by the script that does the conversion.

Instead of converting the data to a TerraGear working directory it would
be possible to convert it to a file format useable by your scenery
engine, in which the polygons and lines would be associated with a
display type defining texture and markings, and in case of the lines
also with a width.

The positions in the database are in WGS84 format, i.e. in geodesic
coordinates according to the WGS84 ellipsoid approximation of the
earth's surface.

You can use the functions in simgear/math/SGGeodesy.hxx to convert these
to cartesian coordinates. These functions are, however, a bit
computationally expensive - at least when used hundreds or thousands of
times per frame - so a pre-calculation of the actual cartesian
coordinates used for display would be a good idea.

The cartesian coordinates are used to actually model the earth as a
round shape instead of a flat shape in display space, which makes things
a lot easier (latitude-longitude wrap-around) and also more realistic
(ever seen the curvature of the earth from high above?)

The other data you will probably need is the elevation data. Most of the
elevation data we have is from SRTM, the Shuttle Radar Topography
Mission. The data consists of raster files in different formats, a
non-standard format named HGT and as GeoTIFF. We can of course make
this available in a suitable raw binary format.

As I have some experience in working with all that data and the formats,
I could write the conversion tools. We'd just have to agree on a format
for the files.

Cheers,
Ralf

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Re: [Flightgear-devel] How to apply different texturing to the terrain mesh? (especially addressing Harald Johnsen)

2007-07-06 Thread Ralf Gerlich
Hi!

Harald JOHNSEN wrote:
 The point 1) will give worse ground texture than today if we set the 
 texture size at 4090^2.

Not necessarily. Currently we have the same basic texture resolution
everywhere. With the approach Sebastian wants to try one could use tiles
of different sizes depending on the distance from the viewer. Which may
or may not be a good thing but we won't know until somebody tries.

 The point 2) is better except that this 100 pixel border is arbitrary. 
 Sometimes it will be ok but i'm afraid there is some triangles that will 
 go very far inside adjacent texture (some sea triangles inside the bay 
 are very long for example).

There won't be triangles oriented along the bay. If I understood Stefan
right, there will be a regular triangle grid depicting the elevation
structure and the borders between different regions will be depicted by
a change in the master texture.

 But if the the real problem is those anoying triangle why not simply 
 delete them ? Frankly we don't care about the geometry in the btg file, 
 we just need a height field, let just built this grid and voila (this is 
 for the display, the btg is still used for agl computation, 
 intersection, etc or not because finding a height in a grid is instant, 
 no more sequential scan of a soup of triangles).

Exactly.

The question that comes to mind is whether OpenSceneGraph does not
already have support for such a thing. The applications of OSG I have
seen seem all to use this concept so maybe it is reasonable to believe
s.th. like that has been included in OSG? Mathias?

As I said I'm skeptical about the outcome, but I would say it's worth a
try. Sebastian seems to be committed, so why not?

Cheers,
Ralf

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Re: [Flightgear-devel] Today's CVS

2007-07-05 Thread Ralf Gerlich
Hi!

Thomas Förster wrote:
 The reason is a wrong return type on FGAirport::getId(). Should be const 
 string instead of string (which does a local copy that is then referenced in 
 FGAirportDynamics::getId())

Maybe that's a dumb question (which would be embarassing, because I
typically think of myself as a good C++ programmer), but why use a
reference in the return type anyway instead of the real thing? If a
copy is created anyway, the  doesn't have any advantage, or am I
missing something?

const string would only make sense if a string was returned which is
typically stored in the object and should _not_ be copied, e.g. in a
getter-method.

Am I missing something?

Cheers,
Ralf

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Re: [Flightgear-devel] How to apply different texturing to the terrain mesh?

2007-07-05 Thread Ralf Gerlich
Hello Sebastian!

Sebastian Bechtold wrote:
 [...] but my plan would, for example, make it possible
 to render markings onto them, or draw softly rounded curves.

I'm specifically interested in the markings part (although I'm also
curious at how you want to implement softly rounded curves without
breaking the current concept of texture display).

This might require information which is currently not in the scenery
files, such as the actual position of the centerline and width of the
linear features. The triangles don't represent this information anymore,
however it is available from the scenery sources (e.g. the scenery
database). In general, making this information available in a suitable
format shouldn't be a technical problem (maybe one of available manpower
for implementing the stuff required, but that only means that it may
take longer).

Another possibility - at least for simple roads - would be to add a
centerline to the road texture and make TerraGear create an appropriate
texture mapping similar to how it is done currently in genapts for the
taxiways. Unfortunately, the part of TerraGear which creates the texture
coordinates does not know anymore that the polygon it is currently
operating on originally was a linear feature (blown up according to its
width to a polygon). So this approach might require some reorganisation
of the TerraGear architecture. Given that the current architecture is
quite complex (mainly due to the fact that the task at hand is complex)
 I don't think this is feasible without risking to break anything to a
larger extent.

When we're discussing about runtime creation of textures we might also
get into discussing blending of ground textures. In that case, we should
keep in mind that in reality not all types of landcovers actually blend
into each other.

When flying overhead forest areas - especially dense forest - these
typically do not blend with surrounding agricultural or greenland areas,
at least not in civilised areas where man tends to create sharp
corners by land usage. That's actually not related to this specific
discussion, but I wanted to note that before I forget.

Cheers,
Ralf


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Re: [Flightgear-devel] Today's CVS

2007-07-05 Thread Ralf Gerlich
Ralf Gerlich wrote:
 const string would only make sense if a string was returned which is
 typically stored in the object and should _not_ be copied, e.g. in a
 getter-method.

Or rather: I was wondering why a getter method would have to return a
reference to a local variable, until I looked at the source code
properly and found out that this thing is actually delegating the call
to FGAirport, in which getId() returns a simple string. So maybe it
would also be a good idea to have that return const string as well.
Might save a few copying operations (even though FGAirport::getId is
probably inlined anyway in most cases, just not here due to the delegation).

I consider this const T thing good practice if all you want is read
only access to a member variable via a getter method and the type of the
member might otherwise require copies to be created.

Cheers,
Ralf

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