Re: [Flightgear-devel] X-Plane 850 file format support committed

2009-06-16 Thread Martin Spott
Frederic Bouvier wrote:

 As I already wrote, it looks like many bezier nodes are ignored and
 displayed as straight nodes.

This was quite clear - I just didn't understand why   ;-)

Nevertheless, steadily we're getting there:

  
http://mapserver.flightgear.org/map/?lon=-122.3749lat=37.61897zoom=15layers=000B00TTFF

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

--
Crystal Reports - New Free Runtime and 30 Day Trial
Check out the new simplified licensing option that enables unlimited
royalty-free distribution of the report engine for externally facing 
server and web deployment.
http://p.sf.net/sfu/businessobjects
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] X-Plane 850 file format support committed

2009-06-15 Thread Tim Moore
Jon Stockill wrote:
 Curtis Olson wrote:
 
 I wonder what tricks and approaches the gaming community uses for 
 drawing clear and realistic roads?  The problem with cutting the lines 
 into the surface as polygons is that (1) you explode the polygon count 
 and (2) you have hard aliased edges which can become distracting in the 
 distance.  Cooking the lines into the surface texture gets rid of the 
 aliasing problem, but then you explode your texture memory requirements 
 and need to do a lot of work to generate those textures on the fly
If you generate the textures on the fly, then texture memory requirements
don't need to explode. However, fancy texture management is then required.
Also, drawing credible roads quickly gets complex if you try to do things
like lane markers and intersections.
 
 You also lose the polygon material mapping if you're just going to have 
 a surface (presumably generated from just SRTM data) with the generated 
 texture draped over it. IMHO this is a huge benefit of what we have 
 already, since that's what allows us to have things like amphibious 
 aircraft, operate aircraft from roads (I'm thinking of the harrier, 
 jaguar, air ambulance operations etc etc) and generally ensure a nice 
 bumpy landing when you have to choose a field for your glider because 
 you ran out of altitude before you made it back home. AFAIK this is 
 something pretty unique to FlightGear - we should think very carefully 
 before dropping it.
You can get the material property by testing against the vector outline
that's used to render the texture.

Tim


--
Crystal Reports - New Free Runtime and 30 Day Trial
Check out the new simplified licensing option that enables unlimited
royalty-free distribution of the report engine for externally facing 
server and web deployment.
http://p.sf.net/sfu/businessobjects
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] X-Plane 850 file format support committed

2009-06-15 Thread Frederic Bouvier

- Martin Spott a écrit :
  http://frbouvi.free.fr/flightsim/KSFO-850.png
 
 Ah, thanks for comparing.
 My reference airfields look correct, therefore I was under the
 impression that the v8.50 KSFO layout is flawed. It doesn't look like
 a numerical precision issue but obviously there's a fault at my end.

As I already wrote, it looks like many bezier nodes are ignored and displayed 
as straight nodes.

-Fred

-- 
Frédéric Bouvier
http://my.fotolia.com/frfoto/  Photo gallery - album photo
http://fgsd.sourceforge.net/   FlightGear Scenery Designer


--
Crystal Reports - New Free Runtime and 30 Day Trial
Check out the new simplified licensing option that enables unlimited
royalty-free distribution of the report engine for externally facing 
server and web deployment.
http://p.sf.net/sfu/businessobjects
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] X-Plane 850 file format support committed

2009-06-14 Thread Frederic Bouvier
Hi,

I committed the support to read new X-Plane 850 file format in
flightgear. That doesn't mean that airports will look different in
current scenery because TerraGear tools have not been updated yet, but
this is the first step to support the format.

Here are two screenshots comparing the ground radar with the different
data :
http://frbouvi.free.fr/flightsim/KSBD-810.png
http://frbouvi.free.fr/flightsim/KSBD-850.png
The Google Maps link: http://tinyurl.com/n9khev
You should notice the smooth curves in the 850 screenshot.

The parser should read current data normally, and nobody should see the
difference until we change the data.

Please shout if you find something broken or overlooked. (actually
something is broken in the 777 ground radar, but it's not me ;-) )

Curt wrote (about linear features) :
 Fred, were you thinking of cutting these lines into the surface (with
 hard polygon edges) or drawing them over the top like with a
 glPolygonOffset() approach?  Or something else?  It would be really
 great to be able to add taxi lines and other markings to our airports.

I didn't really thought about it yet. I am open to ideas. Does the .btg
file format support the glPolygonOffset approach ?

Regards,
-Fred

-- 
Frédéric Bouvier
http://my.fotolia.com/frfoto/   Photo gallery
http://fgsd.sourceforge.net/FlightGear Scenery Designer


--
Crystal Reports - New Free Runtime and 30 Day Trial
Check out the new simplified licensing option that enables unlimited
royalty-free distribution of the report engine for externally facing 
server and web deployment.
http://p.sf.net/sfu/businessobjects
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] X-Plane 850 file format support committed

2009-06-14 Thread Norman Vine


You might want to look into

/OpenSceneGraph/include/osgSim/OverlayNode

Cheers

Norman

On Jun 14, 2009, at 10:19 AM, Curtis Olson wrote:


Hi Fred,

Glad to see someone is starting to nibble at the 8.50 format and  
figure it out.  If you are developing code that takes the bezier  
outlines and can turn that into a polygon representation, then it  
shouldn't be terribly difficult to add that into genapts.


For lines and markings, I think the easiest path in the short term  
will be to cut those into the surface.  However, this can explode  
the polygon count and rendering load so we need to be careful, but  
it should be manageable if we don't get too crazy with lots of small  
segments around curves to make them look perfectly smooth.


I've never played around with glPolygonOffset in the context of btg  
files (terragear/genapts) so I don't believe there's any support  
there.  It's difficult because airport surfaces are curved and are  
not planar, so most likely any use of glPolygonOffset will not be  
perfect and there will be places where the lines z-fight with the  
underlying surface ... unless we really go crazy with a large offset  
value in which case the lines could bleed through some of the  
surfaces when they should be hidden behind them.  Still it might be  
worth playing around with to see what kind of results are actually  
achievable.


I wonder what tricks and approaches the gaming community uses for  
drawing clear and realistic roads?  The problem with cutting the  
lines into the surface as polygons is that (1) you explode the  
polygon count and (2) you have hard aliased edges which can become  
distracting in the distance.  Cooking the lines into the surface  
texture gets rid of the aliasing problem, but then you explode your  
texture memory requirements and need to do a lot of work to generate  
those textures on the fly, or generate them once and store them.   
And drawing the lines on top using glPolygonOffset is hard to do  
well when you are dealing with non-planer surfaces and the visual  
result of glPolygonOffset (at least historically) has not been  
consistent across different video cards and vendors.  It's a  
difficult challenge to do well.


Regards,

Curt.


On Sun, Jun 14, 2009 at 6:56 AM, Frederic Bouvier wrote:
Hi,

I committed the support to read new X-Plane 850 file format in
flightgear. That doesn't mean that airports will look different in
current scenery because TerraGear tools have not been updated yet, but
this is the first step to support the format.

Here are two screenshots comparing the ground radar with the different
data :
http://frbouvi.free.fr/flightsim/KSBD-810.png
http://frbouvi.free.fr/flightsim/KSBD-850.png
The Google Maps link: http://tinyurl.com/n9khev
You should notice the smooth curves in the 850 screenshot.

The parser should read current data normally, and nobody should see  
the

difference until we change the data.

Please shout if you find something broken or overlooked. (actually
something is broken in the 777 ground radar, but it's not me ;-) )

Curt wrote (about linear features) :
 Fred, were you thinking of cutting these lines into the surface  
(with

 hard polygon edges) or drawing them over the top like with a
 glPolygonOffset() approach?  Or something else?  It would be really
 great to be able to add taxi lines and other markings to our  
airports.


I didn't really thought about it yet. I am open to ideas. Does  
the .btg

file format support the glPolygonOffset approach ?

Regards,
-Fred

--
Frédéric Bouvier
http://my.fotolia.com/frfoto/   Photo gallery
http://fgsd.sourceforge.net/FlightGear Scenery Designer


--
Crystal Reports - New Free Runtime and 30 Day Trial
Check out the new simplified licensing option that enables unlimited
royalty-free distribution of the report engine for externally facing
server and web deployment.
http://p.sf.net/sfu/businessobjects
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel



--
Curtis Olson: http://baron.flightgear.org/~curt/
--
Crystal Reports - New Free Runtime and 30 Day Trial
Check out the new simplified licensing option that enables unlimited
royalty-free distribution of the report engine for externally facing
server and web deployment.
http://p.sf.net/sfu/businessobjects___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


--
Crystal Reports - New Free Runtime and 30 Day Trial
Check out the new simplified licensing option that enables unlimited
royalty-free distribution of the report engine for 

Re: [Flightgear-devel] X-Plane 850 file format support committed

2009-06-14 Thread Curtis Olson
Hi Fred,

Glad to see someone is starting to nibble at the 8.50 format and figure it
out.  If you are developing code that takes the bezier outlines and can turn
that into a polygon representation, then it shouldn't be terribly difficult
to add that into genapts.

For lines and markings, I think the easiest path in the short term will be
to cut those into the surface.  However, this can explode the polygon count
and rendering load so we need to be careful, but it should be manageable if
we don't get too crazy with lots of small segments around curves to make
them look perfectly smooth.

I've never played around with glPolygonOffset in the context of btg files
(terragear/genapts) so I don't believe there's any support there.  It's
difficult because airport surfaces are curved and are not planar, so most
likely any use of glPolygonOffset will not be perfect and there will be
places where the lines z-fight with the underlying surface ... unless we
really go crazy with a large offset value in which case the lines could
bleed through some of the surfaces when they should be hidden behind them.
Still it might be worth playing around with to see what kind of results are
actually achievable.

I wonder what tricks and approaches the gaming community uses for drawing
clear and realistic roads?  The problem with cutting the lines into the
surface as polygons is that (1) you explode the polygon count and (2) you
have hard aliased edges which can become distracting in the distance.
Cooking the lines into the surface texture gets rid of the aliasing problem,
but then you explode your texture memory requirements and need to do a lot
of work to generate those textures on the fly, or generate them once and
store them.  And drawing the lines on top using glPolygonOffset is hard to
do well when you are dealing with non-planer surfaces and the visual result
of glPolygonOffset (at least historically) has not been consistent across
different video cards and vendors.  It's a difficult challenge to do well.

Regards,

Curt.


On Sun, Jun 14, 2009 at 6:56 AM, Frederic Bouvier wrote:

 Hi,

 I committed the support to read new X-Plane 850 file format in
 flightgear. That doesn't mean that airports will look different in
 current scenery because TerraGear tools have not been updated yet, but
 this is the first step to support the format.

 Here are two screenshots comparing the ground radar with the different
 data :
 http://frbouvi.free.fr/flightsim/KSBD-810.png
 http://frbouvi.free.fr/flightsim/KSBD-850.png
 The Google Maps link: http://tinyurl.com/n9khev
 You should notice the smooth curves in the 850 screenshot.

 The parser should read current data normally, and nobody should see the
 difference until we change the data.

 Please shout if you find something broken or overlooked. (actually
 something is broken in the 777 ground radar, but it's not me ;-) )

 Curt wrote (about linear features) :
  Fred, were you thinking of cutting these lines into the surface (with
  hard polygon edges) or drawing them over the top like with a
  glPolygonOffset() approach?  Or something else?  It would be really
  great to be able to add taxi lines and other markings to our airports.

 I didn't really thought about it yet. I am open to ideas. Does the .btg
 file format support the glPolygonOffset approach ?

 Regards,
 -Fred

 --
 Frédéric Bouvier
 http://my.fotolia.com/frfoto/   Photo gallery
 http://fgsd.sourceforge.net/FlightGear Scenery Designer



 --
 Crystal Reports - New Free Runtime and 30 Day Trial
 Check out the new simplified licensing option that enables unlimited
 royalty-free distribution of the report engine for externally facing
 server and web deployment.
 http://p.sf.net/sfu/businessobjects
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel




-- 
Curtis Olson: http://baron.flightgear.org/~curt/
--
Crystal Reports - New Free Runtime and 30 Day Trial
Check out the new simplified licensing option that enables unlimited
royalty-free distribution of the report engine for externally facing 
server and web deployment.
http://p.sf.net/sfu/businessobjects___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] X-Plane 850 file format support committed

2009-06-14 Thread Martin Spott
Curtis Olson wrote:

 Glad to see someone is starting to nibble at the 8.50 format and figure it
 out.  If you are developing code that takes the bezier outlines and can turn
 that into a polygon representation, then it shouldn't be terribly difficult
 to add that into genapts.

I'd like to remind that we are (I am) maintaining a complete set of
runways as well as taxiways/aprons at our repository known as
Landcover-DB as closed polygons with beziers properly cut into
smaller segments, merged together from v8.50 where available and v8.10
for the rest.
Different representations (distinct runway threshold positions for
example) or various combinations are available as well. These are
available for export into different formats like ESRI Shapefiles and a
lot more - please request if you think it might be useful for further
development.

If you load shapefiles into QGIS, it would, for example, look like this
shot:

  http://foxtrot.mgras.net/bitmap/FGFS/KSFO-861.png

Not that, as shown here, not all v8.50 airfields match the quality
measures we would expect - just take the northern part of taxiways L
(east of 19L) as an example. This doesn't mean that we should not go
for v8.50, I'm just trying to point out that we should consider
selecting carefully.

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

--
Crystal Reports - New Free Runtime and 30 Day Trial
Check out the new simplified licensing option that enables unlimited
royalty-free distribution of the report engine for externally facing 
server and web deployment.
http://p.sf.net/sfu/businessobjects
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] X-Plane 850 file format support committed

2009-06-14 Thread Frederic Bouvier
Martin Spott a écrit :
 If you load shapefiles into QGIS, it would, for example, look like this
 shot:

   http://foxtrot.mgras.net/bitmap/FGFS/KSFO-861.png

 Not that, as shown here, not all v8.50 airfields match the quality
 measures we would expect - just take the northern part of taxiways L
 (east of 19L) as an example. This doesn't mean that we should not go
 for v8.50, I'm just trying to point out that we should consider
 selecting carefully.
   

Are you sure you have the latest data, or you are not suffering a
numerical precision problem ? Compare your screenshot with what is
displayed in the ground radar :
http://frbouvi.free.fr/flightsim/KSFO-850.png

-Fred

-- 
Frédéric Bouvier
http://my.fotolia.com/frfoto/   Photo gallery
http://fgsd.sourceforge.net/FlightGear Scenery Designer


--
Crystal Reports - New Free Runtime and 30 Day Trial
Check out the new simplified licensing option that enables unlimited
royalty-free distribution of the report engine for externally facing 
server and web deployment.
http://p.sf.net/sfu/businessobjects
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] X-Plane 850 file format support committed

2009-06-14 Thread Jon Stockill
Curtis Olson wrote:

 I wonder what tricks and approaches the gaming community uses for 
 drawing clear and realistic roads?  The problem with cutting the lines 
 into the surface as polygons is that (1) you explode the polygon count 
 and (2) you have hard aliased edges which can become distracting in the 
 distance.  Cooking the lines into the surface texture gets rid of the 
 aliasing problem, but then you explode your texture memory requirements 
 and need to do a lot of work to generate those textures on the fly

You also lose the polygon material mapping if you're just going to have 
a surface (presumably generated from just SRTM data) with the generated 
texture draped over it. IMHO this is a huge benefit of what we have 
already, since that's what allows us to have things like amphibious 
aircraft, operate aircraft from roads (I'm thinking of the harrier, 
jaguar, air ambulance operations etc etc) and generally ensure a nice 
bumpy landing when you have to choose a field for your glider because 
you ran out of altitude before you made it back home. AFAIK this is 
something pretty unique to FlightGear - we should think very carefully 
before dropping it.

Jon



--
Crystal Reports - New Free Runtime and 30 Day Trial
Check out the new simplified licensing option that enables unlimited
royalty-free distribution of the report engine for externally facing 
server and web deployment.
http://p.sf.net/sfu/businessobjects
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] X-Plane 850 file format support committed

2009-06-14 Thread Martin Spott
Frederic Bouvier wrote:
 Martin Spott a écrit :

   http://foxtrot.mgras.net/bitmap/FGFS/KSFO-861.png

 Not that, as shown here, not all v8.50 airfields match the quality
 measures we would expect - just take the northern part of taxiways L
 (east of 19L) as an example. This doesn't mean that we should not go
 for v8.50, I'm just trying to point out that we should consider
 selecting carefully.
   
 
 Are you sure you have the latest data, or you are not suffering a
 numerical precision problem ? Compare your screenshot with what is
 displayed in the ground radar :
 http://frbouvi.free.fr/flightsim/KSFO-850.png

Ah, thanks for comparing.
My reference airfields look correct, therefore I was under the
impression that the v8.50 KSFO layout is flawed. It doesn't look like a
numerical precision issue but obviously there's a fault at my end.

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

--
Crystal Reports - New Free Runtime and 30 Day Trial
Check out the new simplified licensing option that enables unlimited
royalty-free distribution of the report engine for externally facing 
server and web deployment.
http://p.sf.net/sfu/businessobjects
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel