Jon Stockill [EMAIL PROTECTED] wrote:
On Thu, 2 Oct 2003, Martin Spott wrote:
I'd suggest to have a mechanism that provides handling of _all_ sort
manual addition - this includes manual scenery tweaking. I assume this
is best done on scenery generation time - there could be a tree of data
On Wed, 1 Oct 2003, David Megginson wrote:
... sort of works now, after a few small bug fixes. You can do
something like
FG_SCENERY=/usr/local/Scenery:/usr/local/Scenery/Objects
Excellent - that makes life a lot easier :-)
--
Jon Stockill
[EMAIL PROTECTED]
Jon Stockill writes:
... sort of works now, after a few small bug fixes. You can do
something like
FG_SCENERY=/usr/local/Scenery:/usr/local/Scenery/Objects
Excellent - that makes life a lot easier :-)
Thanks. Obviously, we'll want to make things smarter soon, but for
now,
David Megginson wrote:
Thanks. Obviously, we'll want to make things smarter soon, but for
now, should we consider moving all of the custom buildings to their
own directory hierarchy, so that we don't have to reinstall them
whenever there's a new scenery build? What does everyone think?
Yes.
On Thu, 2 Oct 2003, Frederic BOUVIER wrote:
Yes, this is a good thing.
But when the terrain change, we have to land the buildings again because
their vertical position is AMSL not AGL.
Is there any way of making the building elevation AGL?
The random scenery manages to place buildings onto
David Megginson wrote:
Jon Stockill writes:
... sort of works now, after a few small bug fixes. You can do
something like
FG_SCENERY=/usr/local/Scenery:/usr/local/Scenery/Objects
Excellent - that makes life a lot easier :-)
Thanks. Obviously, we'll want to make things
Frederic BOUVIER writes:
Yes, this is a good thing. But when the terrain change, we have to
land the buildings again because their vertical position is AMSL
not AGL.
I tried fixing that a few weeks ago by providing an option to set
objects on the ground. Unfortunately, I didn't manage to
On Thu, 2 Oct 2003, David Megginson wrote:
I tried fixing that a few weeks ago by providing an option to set
objects on the ground. Unfortunately, I didn't manage to find a way
to calculate ground level at load time.
How are the random objects placed on the ground? Surely it's the same
Erik Hofman writes:
FlightGear/data/Scenery/Terrain
FlightGear/data/Scenery/Cultivation
How about this?
$FG_ROOT/Scenery/Terrain
$FG_ROOT/Scenery/Objects
All the best,
David
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Flightgear-devel mailing list
[EMAIL PROTECTED]
Jon Stockill writes:
I tried fixing that a few weeks ago by providing an option to set
objects on the ground. Unfortunately, I didn't manage to find a way
to calculate ground level at load time.
How are the random objects placed on the ground? Surely it's the same
calculation?
I
David Megginson wrote:
Erik Hofman writes:
FlightGear/data/Scenery/Terrain
FlightGear/data/Scenery/Cultivation
How about this?
$FG_ROOT/Scenery/Terrain
$FG_ROOT/Scenery/Objects
No problem, It's just a name.
Erik
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Flightgear-devel mailing
David Megginson writes:
Jon Stockill writes:
I tried fixing that a few weeks ago by providing an option to set
objects on the ground. Unfortunately, I didn't manage to find a way
to calculate ground level at load time.
How are the random objects placed on the ground?
On Thu, 2 Oct 2003, David Megginson wrote:
I had thought so initially, but it turns out that there are quite a
few differences. Pseudo-random objects are generated when the scenery
mesh is fully set up and are placed not by lat/lon but only relative
to the centre of each mesh triangle.
Erik Hofman writes:
How about this?
$FG_ROOT/Scenery/Terrain
$FG_ROOT/Scenery/Objects
No problem, It's just a name.
Great. In English, at least, cultivation generally means
agriculture rather than man-made works in general.
All the best,
David
Jon Stockill writes:
On Thu, 2 Oct 2003, David Megginson wrote:
I tried fixing that a few weeks ago by providing an option to set
objects on the ground. Unfortunately, I didn't manage to find a way
to calculate ground level at load time.
How are the random objects placed on the
Jon Stockill writes:
On Thu, 2 Oct 2003, Frederic BOUVIER wrote:
Yes, this is a good thing.
But when the terrain change, we have to land the buildings again because
their vertical position is AMSL not AGL.
Is there any way of making the building elevation AGL?
The random scenery
Norman Vine [EMAIL PROTECTED] said:
You can not determine the elevation until the scenery tile is loaded.
Since this maybe happening in a background thread you have no way
of knowing when this actually happens, it is almost guaranteed that this
is *not* happening immediately apon reading
David Megginson [EMAIL PROTECTED] wrote:
Thanks. Obviously, we'll want to make things smarter soon, but for
now, should we consider moving all of the custom buildings to their
own directory hierarchy, so that we don't have to reinstall them
whenever there's a new scenery build? What does
Curtis L. Olson writes:
I think it's theoretically possible, but because at load time, the
base terrain is not attached into the main scene graph, you can't use
the existing height above terrain code. In theory, you could do
somethingn similar by transforming the starting point and the
On Thu, 2 Oct 2003, Martin Spott wrote:
I'd suggest to have a mechanism that provides handling of _all_ sort
manual addition - this includes manual scenery tweaking. I assume this
is best done on scenery generation time - there could be a tree of data
that gets included in the scenery
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