Re: [Flightgear-devel] FG_SCENERY with multiple path elements ...

2003-10-06 Thread Martin Spott
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

Re: [Flightgear-devel] FG_SCENERY with multiple path elements ...

2003-10-02 Thread Jon Stockill
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]

Re: [Flightgear-devel] FG_SCENERY with multiple path elements ...

2003-10-02 Thread David Megginson
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,

Re: [Flightgear-devel] FG_SCENERY with multiple path elements ...

2003-10-02 Thread Erik Hofman
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.

Re: [Flightgear-devel] FG_SCENERY with multiple path elements ...

2003-10-02 Thread Jon Stockill
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

Re: [Flightgear-devel] FG_SCENERY with multiple path elements ...

2003-10-02 Thread Frederic BOUVIER
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

Re: [Flightgear-devel] FG_SCENERY with multiple path elements ...

2003-10-02 Thread David Megginson
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

Re: [Flightgear-devel] FG_SCENERY with multiple path elements ...

2003-10-02 Thread Jon Stockill
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

Re: [Flightgear-devel] FG_SCENERY with multiple path elements ...

2003-10-02 Thread David Megginson
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED]

Re: [Flightgear-devel] FG_SCENERY with multiple path elements ...

2003-10-02 Thread David Megginson
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

Re: [Flightgear-devel] FG_SCENERY with multiple path elements ...

2003-10-02 Thread Erik Hofman
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 ___ Flightgear-devel mailing

RE: [Flightgear-devel] FG_SCENERY with multiple path elements ...

2003-10-02 Thread Norman Vine
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?

Re: [Flightgear-devel] FG_SCENERY with multiple path elements ...

2003-10-02 Thread Jon Stockill
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.

Re: [Flightgear-devel] FG_SCENERY with multiple path elements ...

2003-10-02 Thread David Megginson
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

Re: [Flightgear-devel] FG_SCENERY with multiple path elements ...

2003-10-02 Thread Curtis L. Olson
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

Re: [Flightgear-devel] FG_SCENERY with multiple path elements ...

2003-10-02 Thread Curtis L. Olson
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

RE: [Flightgear-devel] FG_SCENERY with multiple path elements ...

2003-10-02 Thread Jim Wilson
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

Re: [Flightgear-devel] FG_SCENERY with multiple path elements ...

2003-10-02 Thread Martin Spott
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

RE: [Flightgear-devel] FG_SCENERY with multiple path elements ...

2003-10-02 Thread Norman Vine
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

Re: [Flightgear-devel] FG_SCENERY with multiple path elements ...

2003-10-02 Thread Jon Stockill
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