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] OT: Another FGFS PPL :-D

2004-11-15 Thread Martin Spott
Matthew Law wrote: After 18 months and 49 hours flying I finally passed my PPL skills test today. Woohoo - congratulations ! O.k., I see, I've lost the race ;-) I'll need some more months because I was a bit short on money during the summer - which is probably not that uncommon to

Re: [Flightgear-devel] Re: [Flightgear-users] OT: Another FGFS PPL :-D

2004-11-15 Thread Martin Spott
David Megginson wrote: Wow -- congrats! Have you decided on your first post-PPL cross-country yet? Let us know in advance, and perhaps some of us will try it in FlightGear as well. This is a pretty nice idea: Let's create a collection of our favourite cross-country flights, including

Re: [Flightgear-devel] Magnetic Compass

2004-11-15 Thread Martin Spott
David Megginson wrote: I'm pretty happy with the magnetic compass now. I won't claim that it's a perfect simulation, but it's close enough for practice, [...] To be honest: I mostly found the compass a bit small for real use. I remember Curt's report about their commercial simulator which uses

Re: [Flightgear-devel] Aircraft carrier

2004-11-15 Thread Martin Spott
Mathias Fr??hlich wrote: ftp://ftp.uni-duisburg.de/FlightGear/Misc_maf/carrier (Many thanks to Martin Spott for the webspace!) This is not _my_ webspace, I'm simply the guy who is being left alone with the job to maintain the university FTP-Server ;-) Finally this leaves the decision up to

Re: [Flightgear-devel] TaxiDraw -- runway changes

2004-11-15 Thread David Luff
On 11/13/04 at 8:13 PM Chris Metzler wrote: Hey Dave -- what's the chance of adding: 1) displaying displaced threshholds and stopways along with the runway and taxiway layout; 2) the ability to change runway info, specifically displaced threshholds and stopways? Hi Chris, This should be no

Re: [Flightgear-devel] Re: FlightGear on Mac OS X

2004-11-15 Thread James Turner
On 14 Nov 2004, at 13:42, Arthur Wiebe wrote: What needs to be done is something like this if (defined(macintosh) { #include OpenGL/gl.h } else { #include GL/gl.h } Can you tell that I don't program in C? :) Two things - please use __APPLE__ to detect OS-X, 'macintosh' is more for Classic

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

[Flightgear-devel] [ANN] Blender 2.35 released

2004-11-15 Thread Melchior FRANZ
http://www.blender3d.org/ Now with a full undo system, complete rewritten and upgraded mesh modeling, Outliner tool, new deform features, and much much more... see http://www.blender3d.org/cms/Blender_2_35.482.0.html for a list and illustration of new features m.

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