Re: [Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-04 Thread Slavutinsky Victor
 At least one of us is confused about how things are structured.

Heh. I mean if You add some model with great sphere in it, without
addition things, all who have that model installed will see part of
giant sphere in the sky or whole sphere.

 I have no idea what you mean by the distinction of Nasal being on a local
 level and the core on a global level. If you look into /Nasal/, you find
 scripts like multiplayer.nas, tanker.nas or redout.nas which are available
 whatever aircraft you have installed or whatever aircraft you are in -
 just as the core, they are part of every Flightgear session.

I mean that because if You will add that sphere on Nasal level only then
main terrain engine would continue to work and would produce great
lags on most of computers. And because there's need to do something with
that on C level then it's easier to make whole engine on it. Even if
it's simple textured sphere, it's gotta be on terrain engine level
anyway, that's why I call it so.

 If that would happen, it would be very nice. It also would be nice if
 people would send me their GPL-compatible photographs of Cb clouds so that
 I could improve my thunderstorm textures which are rather lousy at the
 moment. It would also be nice if people would pool their resources to
 create a nice GPL-compatible database of aerial images so that we'd have
 raw material for texturing.

I had seen some photos of that type on CC license only, and they allows
to use in some CC project only one texture from that site, and with
additional restrictions. I suppose it's easier to make own photos. Dunno
why. Maybe because there's a lot of selfish guys in outer world.

 All that doesn't just seem to happen... so I have to make do with what
 happens. It's a bit up to you - if you can get off a demo of a nice Earth
 view from space using existing technology, the likelihood of getting more
 people interested in working on the issue increases. If you wait for the
 best solution to be implemented up front, you may be lucky, but it also
 may be a long wait.

Honestly, I do not know if number of interested people would increase.
Anyway, I do not ask, only tell what's needed. It's not please do that
or I order You to do that thing. If simple if...then stating of
fact. 

In case there is no one who even could or want to tell where start to
look about how to switch current engine off, in month after first
question in devel list, then it's unreasonable to make such personal
attempts. It will not be helped on case of need, and may get some
resistance instead. Too risky. 

And it needed only in Vostok, X-15, and other projects of that type
really. I suppose there's about ten of people who even started Vostok
and approximately so who get high enough on X-15. Only we two of that
guys have interest to even talk about how to make it better now.

It's too few to make serious work in that means reasonable. So I put
that aside for a while. Better to make something else what could become
a bit more popular and make FG bit more popular.

So for now I already focused my mind on another project. Maybe in time I
will look into that terrain engines stuff personally, maybe not. For now
surely not.

 Cheers,
 
 * Thorsten

Cheers,

* Victor


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Re: [Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-03 Thread thorsten . i . renk
 If two users in parallel flying spacecrafts will see the same good then
 there is no problem. But everything on Nasal is on local level, not
 global core level.

At least one of us is confused about how things are structured.

My understanding is that there's nothing in Flightgear which guarantees
that two users flying parallel get to see the same. My understanding of
the multiplayer protocol is that it largely exchanges position information
of models and submodels, in addition to model and livery path.

If we're flying over Seattle, and you have the default scenery and I the
Pacific Northwest custom scenery, I will see different terrain than you
do. If I don't have your aircraft model installed, then I will see a
placeholder (I think a funny-coloured glider) at your position. If I'm
running live weather and you have 'Fair Weather' selected, I might have
few hundred meters visibility and rain whereas you fly next to me in
bright sunshine.

Similarly, I don't see how you could guarantee that two spacecraft users
see the same, unless they have the same models/textures/scripts for
rendering Earth from high altitude installed.

I have no idea what you mean by the distinction of Nasal being on a local
level and the core on a global level. If you look into /Nasal/, you find
scripts like multiplayer.nas, tanker.nas or redout.nas which are available
whatever aircraft you have installed or whatever aircraft you are in -
just as the core, they are part of every Flightgear session.

But, see above, neither core nor scripts are ever global in the sense that
they'd be the same for every user - if you run GIT and I run 2.0.0, the
core is obviously not the same.

 Scenery models usually exist on the whole FG level...

 Earth is not scenery.

Well, that's precisely my point, isn't it? You don't need a new terrain
engine if you stop thinking about planets from high above as 'terrain'. 
From a Celestia perspective, Earth is just a sphere with a very high
resolution texture and reflection and normalmap shaders. That's something
Flightgear has the functionality to render without much ado or additional
coding - as a scenery model.

So if, for spaceflight, you write a /Nasal/earthview.nas which
periodically checks altitude and loads a large enough scenery model above
40 km while it de-activates the default terrain, you have solved the
problem of implementing Celestia-like views of Earth in Flightgear.

 So if choice is between redoing things what's already done and including
 that things I would prefer including. There is four or five Open Source
 space simulators and most of them is not so addable for modder or even
 usable for end user. If them authors could put their efforts together
 then we could have best space sim already.

If that would happen, it would be very nice. It also would be nice if
people would send me their GPL-compatible photographs of Cb clouds so that
I could improve my thunderstorm textures which are rather lousy at the
moment. It would also be nice if people would pool their resources to
create a nice GPL-compatible database of aerial images so that we'd have
raw material for texturing.

All that doesn't just seem to happen... so I have to make do with what
happens. It's a bit up to you - if you can get off a demo of a nice Earth
view from space using existing technology, the likelihood of getting more
people interested in working on the issue increases. If you wait for the
best solution to be implemented up front, you may be lucky, but it also
may be a long wait.

Cheers,

* Thorsten


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Re: [Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-02 Thread Michael Sgier
It would be nice to get fgfred64's project finally into, as the current terrain 
seems outdated to me
http://www.youtube.com/watch?v=fkzsD95K_Jk



--- On Wed, 6/1/11, Slavutinsky Victor vitos...@mail.ru wrote:

From: Slavutinsky Victor vitos...@mail.ru
Subject: Re: [Flightgear-devel] High altitute/speed flights terrain engine 
problems
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Date: Wednesday, June 1, 2011, 2:29 PM

 As I indicated in the Forum
 http://www.flightgear.org/forums/viewtopic.php?f=6t=12005
 a solution to the problem would be to represent Earth from high altitude
 by pieces of a hires textured sphere (textures to be obtained from
 Celestia), with (at least as demo) a simple Nasal script controlling which
 pieces of the sphere are currently to be loaded.

As I said previously, it's gotta be implemented not on model level but
on whole FG level, or not implemented at all. Think You have more
productive computer while I have midproductive. We must orientate on
users with midproductive or even less powerful computers. Current FG
terrain engine can not be used on high altitude/speeds on current
midlevel computers and gotta be switched off anyway.

 I did some experiments with a textured sphere and found that I can't
 simply place an Earth-sized sphere at the coordinate origin - the model is
 apparently deemed to be too far away and isn't shown. Maybe there is a
 simple way to switch this off - but if not, a viable solution would be to
 use a nearer (co-moving) sphere bit which is kept in the precise
 proportion to the real thing as given by simple ray optics. Using this
 trick, I have managed to get a plausible ufo-above-Earth view within 35
 minutes work with a simple lowres (4096x4096) textured Earth.

Well, I suppose there is possible solution, as rising LOD of whole model
and LOD of Earth in model xml file. 

    animation
        typerange/type
        min-m0/min-m
        max-m100/max-m
    /animation

But what will You do in multiplayer?

 I believe all this is doable without significant modifications to the
 core. It may not be an elegant solution, but it can be picked up by anyone
 who is able to code a bit Nasal and can texture a model. Admittedly there
 are much more elegant solutions, and solutions which generalize to flights
 in the whole solar system, but I don't really see us getting started on
 that.

Again, in multiplayer You'll cover sky of other users with giant sphere
or will look as craft with big sphere aside for others. It's not only
not elegant, it's not solved problem really. Of course it possible to
make mutiplayer model without that sphere and so on, but normal things
gotta be common. Otherwise it makes problems what can not be solved.

 Cheers,
 
 * Thorsten

Cheers,

* Victor


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Re: [Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-02 Thread Slavutinsky Victor

 It would be nice to get fgfred64's project finally into, as the
 current terrain seems outdated to me
 http://www.youtube.com/watch?v=fkzsD95K_Jk

He do not answer on my message on YouTube, his email what mike4lin had
gave me on forum is outdated, his folder on fotolia.com is closed. If
someone have more modern contact information then please let me know.

Everything gotta be made in time. There is things what can not be
delayed because we are alive people.


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Re: [Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-02 Thread thorsten . i . renk
 As I said previously, it's gotta be implemented not on model level but
 on whole FG level, or not implemented at all.

Nobody is talking about implementing anything on *aircraft* model level -
the idea is to represent *Earth* by a model the same way we can represent,
say, clouds by a model.

Scenery models usually exist on the whole FG level...

Well, Stuart got it right:

The perfect is the enemy of the good. - Voltaire

If the choice is between an existing imperfect implementation and a
theoretical perfect implementation, I'd go with the first any time. :-)

Cheers,

* Thorsten


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Re: [Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-02 Thread Slavutinsky Victor
 Nobody is talking about implementing anything on *aircraft* model level -
 the idea is to represent *Earth* by a model the same way we can represent,
 say, clouds by a model.

If two users in parallel flying spacecrafts will see the same good then
there is no problem. But everything on Nasal is on local level, not
global core level.

 Scenery models usually exist on the whole FG level...

Earth is not scenery.

 Well, Stuart got it right:
 
 The perfect is the enemy of the good. - Voltaire
 
 If the choice is between an existing imperfect implementation and a
 theoretical perfect implementation, I'd go with the first any time. :-)

At first, until current engine can not be stopped there is no choice at
all. Secondly, that Frederic's engine is existed already while textured
globe engine what You are mean not yet. But it's unknown can it be
included or not, same as already existed osgEarth textured globe engine
BTW.

I understand what You have some vision of way to solve problem. It's
good solution, at least for You, because it will lead You to some
personal improvement by Your own, which means not so expensive for You,
way.

But what's I really do not like in current Open Source what's people
constantly solving same problems again and again without real results
while other unfinished solutions is existed and solving problems by half
solutions what become to need of complete rewriting faster then it could
become really nice to end user.

So if choice is between redoing things what's already done and including
that things I would prefer including. There is four or five Open Source
space simulators and most of them is not so addable for modder or even
usable for end user. If them authors could put their efforts together
then we could have best space sim already.

Honestly, I appreciate Your solution, but only in case if it's
impossible to include already existed other one.

 Cheers,
 
 * Thorsten

Cheers,

* Victor


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Re: [Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-01 Thread thorsten . i . renk
 Current terrain engine makes flights on high altitudes or long flights
 on high speeds unreasonable. There is no Earth surface visible, only
 blue fog, but lags very big, fps may drop to one per second or less,
 simulation may crash on attempt to switch to other window and so on,
 because it still loads some terrain even if it is invisible to pilot and
 that terrain is unreasonably exact.

For the record, I'm not experiencing any of these problems when the
visibility is ~ 100 km - the terrain is simply gone. But I think it would
be nice to have an option to switch off the default terrain, to replace it
by something else.

As I indicated in the Forum
http://www.flightgear.org/forums/viewtopic.php?f=6t=12005
a solution to the problem would be to represent Earth from high altitude
by pieces of a hires textured sphere (textures to be obtained from
Celestia), with (at least as demo) a simple Nasal script controlling which
pieces of the sphere are currently to be loaded.

I did some experiments with a textured sphere and found that I can't
simply place an Earth-sized sphere at the coordinate origin - the model is
apparently deemed to be too far away and isn't shown. Maybe there is a
simple way to switch this off - but if not, a viable solution would be to
use a nearer (co-moving) sphere bit which is kept in the precise
proportion to the real thing as given by simple ray optics. Using this
trick, I have managed to get a plausible ufo-above-Earth view within 35
minutes work with a simple lowres (4096x4096) textured Earth.

I believe all this is doable without significant modifications to the
core. It may not be an elegant solution, but it can be picked up by anyone
who is able to code a bit Nasal and can texture a model. Admittedly there
are much more elegant solutions, and solutions which generalize to flights
in the whole solar system, but I don't really see us getting started on
that.


Cheers,

* Thorsten


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Re: [Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-01 Thread Slavutinsky Victor
 As I indicated in the Forum
 http://www.flightgear.org/forums/viewtopic.php?f=6t=12005
 a solution to the problem would be to represent Earth from high altitude
 by pieces of a hires textured sphere (textures to be obtained from
 Celestia), with (at least as demo) a simple Nasal script controlling which
 pieces of the sphere are currently to be loaded.

As I said previously, it's gotta be implemented not on model level but
on whole FG level, or not implemented at all. Think You have more
productive computer while I have midproductive. We must orientate on
users with midproductive or even less powerful computers. Current FG
terrain engine can not be used on high altitude/speeds on current
midlevel computers and gotta be switched off anyway.

 I did some experiments with a textured sphere and found that I can't
 simply place an Earth-sized sphere at the coordinate origin - the model is
 apparently deemed to be too far away and isn't shown. Maybe there is a
 simple way to switch this off - but if not, a viable solution would be to
 use a nearer (co-moving) sphere bit which is kept in the precise
 proportion to the real thing as given by simple ray optics. Using this
 trick, I have managed to get a plausible ufo-above-Earth view within 35
 minutes work with a simple lowres (4096x4096) textured Earth.

Well, I suppose there is possible solution, as rising LOD of whole model
and LOD of Earth in model xml file. 

animation
typerange/type
min-m0/min-m
max-m100/max-m
/animation

But what will You do in multiplayer?

 I believe all this is doable without significant modifications to the
 core. It may not be an elegant solution, but it can be picked up by anyone
 who is able to code a bit Nasal and can texture a model. Admittedly there
 are much more elegant solutions, and solutions which generalize to flights
 in the whole solar system, but I don't really see us getting started on
 that.

Again, in multiplayer You'll cover sky of other users with giant sphere
or will look as craft with big sphere aside for others. It's not only
not elegant, it's not solved problem really. Of course it possible to
make mutiplayer model without that sphere and so on, but normal things
gotta be common. Otherwise it makes problems what can not be solved.

 Cheers,
 
 * Thorsten

Cheers,

* Victor


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