Re: [Flightgear-devel] When can we have roads like this

2004-11-17 Thread Martin Spott
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

RE: [Flightgear-devel] When can we have roads like this

2004-11-17 Thread Norman Vine
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

Re: [Flightgear-devel] When can we have roads like this

2004-11-17 Thread Martin Spott
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 !

RE: [Flightgear-devel] When can we have roads like this

2004-11-17 Thread Norman Vine
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

Re: [Flightgear-devel] When can we have roads like this

2004-11-17 Thread Martin Spott
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

Re: [Flightgear-devel] When can we have roads like this

2004-11-16 Thread Lee Elliott
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

Re: [Flightgear-devel] When can we have roads like this

2004-11-16 Thread Andy Ross
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

Re: [Flightgear-devel] When can we have roads like this

2004-11-16 Thread Paul Surgeon
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

RE: [Flightgear-devel] When can we have roads like this

2004-11-16 Thread Norman Vine
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

Re: [Flightgear-devel] When can we have roads like this

2004-11-16 Thread Arnt Karlsen
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

Re: [Flightgear-devel] When can we have roads like this

2004-11-16 Thread Arnt Karlsen
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

Re: [Flightgear-devel] When can we have roads like this

2004-11-16 Thread Martin Spott
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 -

RE: [Flightgear-devel] When can we have roads like this

2004-11-16 Thread Norman Vine
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

RE: [Flightgear-devel] When can we have roads like this

2004-11-16 Thread Norman Vine
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 ?

Re: [Flightgear-devel] When can we have roads like this

2004-11-15 Thread 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 ? Martin. -- Unix _IS_ user

Re: [Flightgear-devel] When can we have roads like this

2004-11-15 Thread Frederic Bouvier
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

Re: [Flightgear-devel] When can we have roads like this

2004-11-15 Thread Martin Spott
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

RE: [Flightgear-devel] When can we have roads like this

2004-11-15 Thread Vivian Meazza
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

RE: [Flightgear-devel] When can we have roads like this

2004-11-15 Thread Norman Vine
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

RE: [Flightgear-devel] When can we have roads like this

2004-11-15 Thread Vivian Meazza
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

RE: [Flightgear-devel] When can we have roads like this

2004-11-15 Thread Vivian Meazza
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

Re: [Flightgear-devel] When can we have roads like this

2004-11-15 Thread Ampere K. Hardraade
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

Re: [Flightgear-devel] When can we have roads like this

2004-11-15 Thread Ampere K. Hardraade
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

[Flightgear-devel] When can we have roads like this

2004-11-14 Thread Ampere K. Hardraade
http://forums.avsim.net/dcboard.php?az=show_topicforum=147topic_id=172700mode=full Ampere ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d