Re: [Flightgear-devel] When talking about bridges ....
Arnt Karlsen writes: > ...which would warrant both runtime and compile time options like > "--build-invisible-walls-under-bridges", and "--tip-fbi"... ;-) I'd prefer "--tip-interpol": after all, this is an international project. Sometimes there are legitimate reasons to fly under something -- not that often, but sometimes: for example, a helicopter doing a low-level hydrographic survey might pass under a very high bridge, as might a helicopter on approach to a shoreline helipad. There is no reason at all that a seaplane shouldn't water-taxi under a bridge. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] When talking about bridges ....
On Mon, 27 Jan 2003 09:00:40 -0600, "Curtis L. Olson" <[EMAIL PROTECTED]> wrote in message <[EMAIL PROTECTED]>: > In many of the higher end commercial sims they build invisible walls > underneath bridges to discourage illegal or unwise behavior ... :-) > > Curt. ...which would warrant both runtime and compile time options like "--build-invisible-walls-under-bridges", and "--tip-fbi"... ;-) -- ..med vennlig hilsen = with Kind Regards from Arnt... ;-) ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] When talking about bridges ....
Martin Spott writes: > > >> I believe something has to be fixed before: > >> > >> http://document.ihg.uni-duisburg.de/bitmap/FGFS/Building_01.png > [...] > > 1) Don't know why there is a large unrendered area > > What you're calling 'unrendered area' is supposed to be the untextured roof > of the "new terminal building" at KSFO. Ah ... FWIW Then assuming the 'reference point' is at the 'geometrical center' of this model, it appears as if you crashed when the 'ref pt' got into the 'building' This is the expected behaviour of the terrain intersector since at this point the terrain intersector says that the model is underground :-) Cheers Norman ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] When talking about bridges ....
Hello Norman, > Martin Spott writes: >> I believe something has to be fixed before: >> >> http://document.ihg.uni-duisburg.de/bitmap/FGFS/Building_01.png [...] > 1) Don't know why there is a large unrendered area What you're calling 'unrendered area' is supposed to be the untextured roof of the "new terminal building" at KSFO. > 2) [...] > 3) [...] Thanks for filling in the missing gaps in my knowledge on this topic. I already assumed something like that, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] When talking about bridges ....
Norman Vine writes: > 3) What is really needed for flying under bridges is a general > purpose 3D collision detection support which the scenery hitlist > routine is not. It is only designed to report the height of the > highest point at the location of the intersection with the terrrain > scenegraph in the direction specified by the 'look from point' and > the 'look in direction' vector. Obviously this builds invisible > walls between surfaces if there is more then one surface at a point, > such as under a bridge. I think that this behavior can be reverted > so as to again only report the distance to 'front side' faces under > the 'looked from point' but this will break being able to land on an > aircraft carrier and will allow one to fly thru solid objects. In many of the higher end commercial sims they build invisible walls underneath bridges to discourage illegal or unwise behavior ... :-) Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
re: [Flightgear-devel] When talking about bridges ....
Martin Spott writes: > I believe something has to be fixed before: > > http://document.ihg.uni-duisburg.de/bitmap/FGFS/Building_01.png > > > Do you know how you get there ? This happens when you try taxiing below the > airport building :-)) Yes, I've noticed the same thing. I thought that we had things set up now so that you could taxi under objects -- I know that I can taxi inside a hangar building under the roof -- so I don't know why I cannot taxi under the KSFO International Terminal (other than the fact that it's full of cars in real life). All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] When talking about bridges ....
Martin Spott writes: > I believe something has to be fixed before: > > http://document.ihg.uni-duisburg.de/bitmap/FGFS/Building_01.png > > > Do you know how you get there ? This happens when you try taxiing below the > airport building :-)) > I suppose this should be changed before you start offering bridges to the > people - the tempation to fly below the Golden Gate is too big and how > you tell the people why their plane crashes every time ;-) 1) Don't know why there is a large unrendered area 2) The ground intersector was changed to report maximum elevation at a point of any object under the "Terrain Root Node" so as to support landing on aircraft carriers. Things like Bridges, Hangers and other objects that don't want to exhibit this behavior will need to have a separate SSG Root or be a 'special' ssgNode type so that their surfaces will be skipped when doing HOT calculations. 3) What is really needed for flying under bridges is a general purpose 3D collision detection support which the scenery hitlist routine is not. It is only designed to report the height of the highest point at the location of the intersection with the terrrain scenegraph in the direction specified by the 'look from point' and the 'look in direction' vector. Obviously this builds invisible walls between surfaces if there is more then one surface at a point, such as under a bridge. I think that this behavior can be reverted so as to again only report the distance to 'front side' faces under the 'looked from point' but this will break being able to land on an aircraft carrier and will allow one to fly thru solid objects. Cheers Norman ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] When talking about bridges ....
I believe something has to be fixed before: http://document.ihg.uni-duisburg.de/bitmap/FGFS/Building_01.png Do you know how you get there ? This happens when you try taxiing below the airport building :-)) I suppose this should be changed before you start offering bridges to the people - the tempation to fly below the Golden Gate is too big and how you tell the people why their plane crashes every time ;-) Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel