Re: [Flightgear-devel] realistic scenery

2005-04-23 Thread Paul Kahler
On Wed, 2005-04-20 at 08:16 -0700, Andy Ross wrote: Oliver C. wrote: How does X-Plane 8.1 solve that? It's not that terribly hard: store the texture mesh (2D, from the land use data) and polygon mesh (3D, from the elevation data) separately and do an intersection test when generating them

Re: [Flightgear-devel] realistic scenery

2005-04-20 Thread Oliver C.
On Tuesday 19 April 2005 22:52, Paul Surgeon wrote: On Tuesday, 19 April 2005 08:21, eagle monart wrote: i tried to used fgsd but terrains are made in triangles not in squares an it looks impossible to tile what you want . a It's impossible to tile textures properly in FG. FG uses an

Re: [Flightgear-devel] realistic scenery

2005-04-20 Thread Erik Hofman
Oliver C. wrote: How does X-Plane 8.1 solve that? A nice textured scenery on an irregular grid: http://www.global-scenery.org/ Probably by using multi-texturing. Erik ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org

Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-20 Thread Arnt Karlsen
On Tue, 19 Apr 2005 21:32:52 -0500, Curtis wrote in message [EMAIL PROTECTED]: Arnt Karlsen wrote: ..ok ;o), did your server do any of the build work, or just control the build and collect the built tiles? ..I have 3 AMD Duron sitting here, one 1.3 and 2 1.2's, all IDE, and clientele

Re: [Flightgear-devel] realistic scenery

2005-04-20 Thread Andy Ross
Oliver C. wrote: How does X-Plane 8.1 solve that? It's not that terribly hard: store the texture mesh (2D, from the land use data) and polygon mesh (3D, from the elevation data) separately and do an intersection test when generating them (or even at load time). If the textures are allowed to

[Flightgear-devel] realistic scenery

2005-04-19 Thread eagle monart
hi i am trying to build more realistic terrain. when i am searching i found some info about that on http://baron.flightgear.org/pipermail/flightgear-users/2004-March/007485.html . also i read tutorials about scenery generation in fgsd. my question is which way do i have to follow to build

Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Josh Babcock
eagle monart wrote: hi i am trying to build more realistic terrain. when i am searching i found some info about that on http://baron.flightgear.org/pipermail/flightgear-users/2004-March/007485.html . also i read tutorials about scenery generation in fgsd. my question is which way do i have

Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Martin Spott
Josh Babcock wrote: [...], but I think it would be really neat to just have a database of these places that would get automatically included whenever Curt builds the scenery. This idea, as fine as it is, is not new to the list. The most hindering fact is that there - AFAIK - is no Open

Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Arnt Karlsen
On Tue, 19 Apr 2005 08:00:28 -0400, Josh wrote in message [EMAIL PROTECTED]: Sorry, no help from me, but this does remind me of something I was thinking about. I had the pleasure of stopping by Niagra Falls this weekend, and it occured to me that the ability to incorporate handmade meshes

Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Curtis L. Olson
Arnt Karlsen wrote: ..Curt, I need an idea of how much cpu work, building the scenery, is. What kinda machine(s) did you use, and how long did it take to build the scenery? I haven't timed the latest builds real close, but figure if you throw a couple machines at it in parallel, it's going

Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Arnt Karlsen
On Tue, 19 Apr 2005 13:20:13 -0500, Curtis wrote in message [EMAIL PROTECTED]: Arnt Karlsen wrote: ..Curt, I need an idea of how much cpu work, building the scenery, is. What kinda machine(s) did you use, and how long did it take to build the scenery? I haven't timed the latest

Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Curtis L. Olson
Arnt, You should be aware that scenery building is much more of a data shuffling job, and much less of a cpu intensive job. The big bottlenecks will be your network bandwidth and server disk IO. Curt. Arnt Karlsen wrote: On Tue, 19 Apr 2005 13:20:13 -0500, Curtis wrote in message [EMAIL

Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Paul Surgeon
On Tuesday, 19 April 2005 08:21, eagle monart wrote: i tried to used fgsd but terrains are made in triangles not in squares an it looks impossible to tile what you want . a It's impossible to tile textures properly in FG. FG uses an irregular triangle mesh and not square tiles like MSFS. Even

Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Jon Stockill
Curtis L. Olson wrote: Arnt Karlsen wrote: ..Curt, I need an idea of how much cpu work, building the scenery, is. What kinda machine(s) did you use, and how long did it take to build the scenery? I haven't timed the latest builds real close, but figure if you throw a couple machines at it in

Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Jon Stockill
Paul Surgeon wrote: On Tuesday, 19 April 2005 08:21, eagle monart wrote: i tried to used fgsd but terrains are made in triangles not in squares an it looks impossible to tile what you want . a It's impossible to tile textures properly in FG. FG uses an irregular triangle mesh and not square

Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Arnt Karlsen
On Tue, 19 Apr 2005 14:47:18 -0500, Curtis wrote in message [EMAIL PROTECTED]: Arnt, You should be aware that scenery building is much more of a data shuffling job, and much less of a cpu intensive job. The big bottlenecks will be your network bandwidth and server disk IO. ..ah.

Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Curtis L. Olson
Arnt Karlsen wrote: ..ah. Server disk OI I can shot down doing everything on a 25 GB ramdisk, but that too takes network bandwidth. Question is how much do I need of each. ..and you forgot to tell me what kinda machines you used, so I assumed you used 2 of my Celeron 850's. ;o) I forget

Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Arnt Karlsen
On Tue, 19 Apr 2005 22:45:49 +0100, Jon wrote in message [EMAIL PROTECTED]: Curtis L. Olson wrote: Arnt Karlsen wrote: ..Curt, I need an idea of how much cpu work, building the scenery, is. What kinda machine(s) did you use, and how long did it take to build the scenery?

Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Arnt Karlsen
On Tue, 19 Apr 2005 22:52:50 +0100, Jon wrote in message [EMAIL PROTECTED]: Paul Surgeon wrote: On Tuesday, 19 April 2005 08:21, eagle monart wrote: i tried to used fgsd but terrains are made in triangles not in squares an it looks impossible to tile what you want . a It's

Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Ampere K. Hardraade
On April 19, 2005 09:24 pm, Curtis L. Olson wrote: I can't afford a lot of scsi ... Have you tried getting these off E-Bay? Ampere ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org

Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Arnt Karlsen
On Tue, 19 Apr 2005 20:24:18 -0500, Curtis wrote in message [EMAIL PROTECTED]: Arnt Karlsen wrote: ..ah. Server disk OI I can shot down doing everything on a 25 GB ramdisk, but that too takes network bandwidth. Question is how much do I need of each. ..and you forgot to tell me

Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Curtis L. Olson
Arnt Karlsen wrote: ..ok ;o), did your server do any of the build work, or just control the build and collect the built tiles? ..I have 3 AMD Duron sitting here, one 1.3 and 2 1.2's, all IDE, and clientele hardware, and my own junk, a noisy old 2x550 P3 with swap on 5 9G SCSI's, plus some IDE