Norman Vine wrote:
The thing to remember is that PostGIS is just a normal PostGRES
extension module so you still have the power of a general purpose
relational DB to use.
Correct, but the solution by referring from PostGIS shapes to BLOBs that
contain the raster data is far not as smart as
Norman Vine wrote:
Martin Spott writes:
Norman Vine wrote:
I would suggest adding them to a PostGIS database which when
appropriately indexed has *quick* respones.
http://postgis.refractions.net
Is there a converter which generates SQL-scripts for PostGIS similar to
Norman Vine wrote:
Actually it looks as if ogr2ogr can now go directly from tiger to pgsql
Thanks for the hint - I'll start building GDAL right now,
Martin.
--
Unix _IS_ user friendly - it's just selective about who its friends are !
Martin Spott writes:
Norman Vine wrote:
The thing to remember is that PostGIS is just a normal PostGRES
extension module so you still have the power of a general purpose
relational DB to use.
Correct, but the solution by referring from PostGIS shapes to BLOBs that
contain the
Norman Vine wrote:
(2) Reprojection of Raster Data is usually *much* more expensive
then Vector data and isn't handled by any GIS enabled DB that
I am currently aware of.
Hmmm, how would any DB-based map-server do the job ? Simply by
referring to BLOBs in the DB as you already
Just a thought... An alternative approach might be to make the
textures dynamic so that the roads could be overdrawn on them
before they're rendered.
At first I was thinking it might be best to do this when each new
segment of scenery is loaded, as it comes within the visibility
limits, but
Lee Elliott wrote:
Just a thought... An alternative approach might be to make the
textures dynamic so that the roads could be overdrawn on them before
they're rendered.
Way back in the day (maybe 3-4 years ago, when I was at NextBus) I
wrote a parser for the TIGER database format, an
On Tuesday, 16 November 2004 21:32, Lee Elliott wrote:
Just a thought... An alternative approach might be
to make the textures dynamic so that the roads could
be overdrawn on them before they're rendered.
At first I was thinking it might be best to do this
when each new segment of scenery
Andy Ross writes:
Lee Elliott wrote:
Just a thought... An alternative approach might be to make the
textures dynamic so that the roads could be overdrawn on them before
they're rendered.
Way back in the day (maybe 3-4 years ago, when I was at NextBus) I
wrote a parser for the TIGER
On Tue, 16 Nov 2004 11:48:05 -0800, Andy wrote in message
[EMAIL PROTECTED]:
Lee Elliott wrote:
Just a thought... An alternative approach might be to make the
textures dynamic so that the roads could be overdrawn on them before
they're rendered.
Way back in the day (maybe 3-4 years
On Tue, 16 Nov 2004 19:10:33 -0500, Norman wrote in message
[EMAIL PROTECTED]:
Andy Ross writes:
Lee Elliott wrote:
Just a thought... An alternative approach might be to make the
textures dynamic so that the roads could be overdrawn on them
before they're rendered.
Way back
Norman Vine wrote:
I would suggest adding them to a PostGIS database which when
appropriately indexed has *quick* respones.
http://postgis.refractions.net
Is there a converter which generates SQL-scripts for PostGIS similar to
'shp2pgsql' ? I have a PostGIS server running here at home -
Martin Spott writes:
Norman Vine wrote:
I would suggest adding them to a PostGIS database which when
appropriately indexed has *quick* respones.
http://postgis.refractions.net
Is there a converter which generates SQL-scripts for PostGIS similar to
'shp2pgsql' ?
see ogr2ogr
Martin Spott writes:
Norman Vine wrote:
I would suggest adding them to a PostGIS database
I was thinking in a similar direction (serving roads, rivers, railways,
lakes and airports from a database) but as I understand, PostGIS
doesn't store raster data, only 2D geometries. Right ?
Ampere K. Hardraade wrote:
http://forums.avsim.net/dcboard.php?az=show_topicforum=147topic_id=172700mode=full
Probably we never want to. Looking from this height the terrain
definitely looks different.
Does anyone know where they take the roads from - TIGER ?
Martin.
--
Unix _IS_ user
Quoting Martin Spott:
Ampere K. Hardraade wrote:
http://forums.avsim.net/dcboard.php?az=show_topicforum=147topic_id=172700mode=full
Probably we never want to. Looking from this height the terrain
definitely looks different.
Does anyone know where they take the roads from - TIGER ?
I
Frederic Bouvier wrote:
I don't want to think about the polygon count explosion and the hit on the
framerate as a consequence.
I believe you never had a look at the airfileds people recently
designed with TaxiDraw ;-)
I'd vote for some sort of scenery description that allows FlightGear to
Frederic Bouvier wrote
Quoting Martin Spott:
Ampere K. Hardraade wrote:
http://forums.avsim.net/dcboard.php?az=show_topicforum=147topic_id=17270
0mode=full
Probably we never want to. Looking from this height the terrain
definitely looks different.
Does anyone know where they
Vivian Meazza writes:
Frederic Bouvier wrote
Quoting Martin Spott:
Ampere K. Hardraade wrote:
http://forums.avsim.net/dcboard.php?az=show_topicforum=147topic_id=17270
0mode=full
Probably we never want to. Looking from this height the terrain
definitely looks
Frederic Bouvier wrote:
In fact, in is not implemented in XML. It is in your favorite 3D modeller
that
you choose to add emission light to a material, and then texture it with
your
modulation texture.
In Blender, I choose the AC3D exporter option 'Mir2Emis' that means the
Blender's Mir
Norman Vine wrote
Oh please do keep telling that story as it points out the absurdity of
thinking
in lat lon with it's requirement for transcendentals so well, which by the
way,
are not necessary when using a sphere of one Earth Radius :-)
Oblate spheroid? ;-)
It is kind of like using
On November 15, 2004 06:01 am, Frederic Bouvier wrote:
Sorry about that. I might have forgotten the issue.
Your last question was : how is it implemented in xml? right ?
In fact, in is not implemented in XML. It is in your favorite 3D modeller
that you choose to add emission light to a
I don't know. All I know is that having roads rendered as polygons beats
using very very very large textures anyday.
Ampere
On November 15, 2004 10:49 am, Martin Spott wrote:
If his assumption is correct, it should not be difficult to add lots of
polygons it just depends on how you
http://forums.avsim.net/dcboard.php?az=show_topicforum=147topic_id=172700mode=full
Ampere
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