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
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
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
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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
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
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
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
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
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
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
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
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
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
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
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
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.
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
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?
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
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
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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
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
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