Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-30 Thread Manuel Massing
Hi, I'm not sure whether emmisive, specular and diffuse lighting might give a different result here. Hmm, I don't think things are that dramatic... Admittetly, the following thoughts apply only to local (per-texel) image differences, but the big picture shoudln't be worse of. The specular

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Paul Surgeon
On Saturday, 29 January 2005 01:44, Manuel Massing wrote: The real problem is that it's hard to get detailed textures for the whole world (and storage hungry!!). What I'd like to experiment with later on is to let a classifier run over the globally available 28.5m landsat textures, and use the

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Manuel Massing schrieb: Hello, I do have a few questions though : Does the current code that you have handle texture paging? Yes, textures and geometry are paged and decompressed asynchronously in the background (seperate thread). The

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Paul Surgeon
On Saturday, 29 January 2005 12:54, Christian Mayer wrote: Manuel Massing schrieb: Hello, I do have a few questions though : Does the current code that you have handle texture paging? Yes, textures and geometry are paged and decompressed asynchronously in the background (seperate

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Paul Surgeon
On Saturday, 29 January 2005 13:49, Paul Surgeon wrote: On Saturday, 29 January 2005 12:54, Christian Mayer wrote: Manuel Massing schrieb: Hello, I do have a few questions though : Does the current code that you have handle texture paging? Yes, textures and geometry are paged

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Manuel Massing
Hello, Norman just pointed JPEG 2000 out to me which is open source (and royalty free for GPL projects) and far better than the standard JPEG most of us use. It uses state-of-the-art wavelet compression and some of the comparisons I've seen are incredible. It supports both lossless and lossy

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Paul Surgeon schrieb: On Saturday, 29 January 2005 12:54, Christian Mayer wrote: Manuel Massing schrieb: Hello, I do have a few questions though : Does the current code that you have handle texture paging? Yes, textures and geometry are paged

RE: [Flightgear-devel] Runway lighting - What happened to the newterrain engine?

2005-01-29 Thread Norman Vine
Manuel Massing writes: It could be worthwhile looking into if we need to store large images. The SDK with source code is available at http://www.ermapper.com The terrain engine also supports the jasper JPEG2000 library. Unfortunately, the last time I tested, JPEG2000 decoding performed

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Manuel Massing
Hi, For normal photographs that's great - for textures that get scaled, projected, sheared (sp?), lit, ... the uses assumptions dodn't hold anymore. Why should projection, shearing, scaling be a problem? Wouldn't every JPEG image displayed on your computer screen would look lousy when looking

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Paul Surgeon
On Saturday, 29 January 2005 15:10, Christian Mayer wrote: For normal photographs that's great - for textures that get scaled, projected, sheared (sp?), lit, ... the uses assumptions dodn't hold anymore. An extreme example: when you use a very high compression rate you'll see the blocking

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Stewart Andreason
Paul Surgeon wrote: I don't see why we have to limit ourselves to *having* to have world coverage for the engine to be useful. Yes, could the 10x10 degree sections be a mixture of: most made with the terragear engine, and some made with other engines? Perhaps depending on complexity, population

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Andy Ross
Christian Mayer wrote: Manual Massing wrote: Yes, textures and geometry are paged and decompressed asynchronously in the background (seperate thread). The engine supports image compression to save IO (and possibly bus) bandwith, e.g. JPEG and S3TC compression. The first maybe quite

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Frederic Bouvier
Andy Ross a écrit : Christian Mayer wrote: Manual Massing wrote: Yes, textures and geometry are paged and decompressed asynchronously in the background (seperate thread). The engine supports image compression to save IO (and possibly bus) bandwith, e.g. JPEG and S3TC compression. The first

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Andy Ross
Frederic Bourvier wrote: It is still true that JPEG have no alpha channel, so not all textures could be converted. Yes. Although the loader could play tricks like storing the alpha channel in a separate grayscale image. And I believe the already-mentioned jpeg2000 format does support

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Manuel Massing
Hello Oliver, There is a trick to create textures with a 15 m resolution based on landsat data: http://www.terrainmap.com/rm29.html yes, fusing the panchromatic channel is a nice option. Ideally, one should devise an algorithm which can do the fusing at runtime (e.g. in the pixel shaders), so

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Andy Ross schrieb: Christian Mayer wrote: Manual Massing wrote: Yes, textures and geometry are paged and decompressed asynchronously in the background (seperate thread). The engine supports image compression to save IO (and possibly bus) bandwith,

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Dave Martin schrieb: On Saturday 29 Jan 2005 17:39, Frederic Bouvier wrote: Has anyone actually looked at how much of the base package is taken up by SGI+ format image files? (Which have absolutely abysmal compression ratios, but that's a

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Paul Surgeon
On Saturday, 29 January 2005 19:39, Frederic Bouvier wrote: It is still true that JPEG have no alpha channel, so not all textures could be converted. There is no reason why the alpha channel cannot be shipped in a separate 8 bit bitmap of some sort with the JPEG just providing the color map.

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Andy Ross
Christian Mayer wrote: For our case that compressor must not rely on special optical tricks (because these get destroyed when they are used as an texture). All lossy compressors rely on special optical tricks, that's the point. If all the data was equally important, you couldn't lose any of

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Erik Hofman
Andy Ross wrote: All lossy compressors rely on special optical tricks, that's the point. If all the data was equally important, you couldn't lose any of it without damaging the image. This is where Steve is overgeneralizing. Simply using an image as a texture (which is just a picture intended

Re: [Flightgear-devel] Runway lighting

2005-01-28 Thread Erik Hofman
Ampere K. Hardraade wrote: How about not rendering ground textures at night? Has this been done yet? I don't think turning off texturing makes any difference on common hardware (including my O2, it will give me 1fps more). The code to draw untextured terrain has been removed some time ago.

RE: [Flightgear-devel] Runway lighting

2005-01-28 Thread Norman Vine
Erik Hofman wrote: The code to draw untextured terrain has been removed some time ago. Saddly :-( Norman ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel

RE: [Flightgear-devel] Runway lighting

2005-01-28 Thread Norman Vine
-Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Erik Hofman Sent: Friday, January 28, 2005 3:58 AM To: FlightGear developers discussions Subject: Re: [Flightgear-devel] Runway lighting Ampere K. Hardraade wrote: How about not rendering ground

Re: [Flightgear-devel] Runway lighting

2005-01-28 Thread Erik Hofman
Roman Grigoriev wrote: Hi guys! I have too framerate drops when lights are switch on. on my FX5950 ultra and PIV3500 We don't need to have plib support of shaders. I use shaders for runway lights. I don't use triangles I use points(pointsprites). and in shader I use normals to calculate visibility

Re: [Flightgear-devel] Runway lighting

2005-01-28 Thread Roman Grigoriev
- Original Message - From: Erik Hofman [EMAIL PROTECTED] To: FlightGear developers discussions flightgear-devel@flightgear.org Sent: Friday, January 28, 2005 1:34 AM Subject: Re: [Flightgear-devel] Runway lighting Roman Grigoriev wrote: Hi guys! I have too framerate drops when

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Oliver C.
On Friday 28 January 2005 05:14, Curtis L. Olson wrote: I'm told there is a way to do this with shaders, but plib/ssg doesn't support shaders. :-( Curt. What happended about Manual Massing's new alternative terrain engine?

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Curtis L. Olson
Oliver C. wrote: On Friday 28 January 2005 05:14, Curtis L. Olson wrote: I'm told there is a way to do this with shaders, but plib/ssg doesn't support shaders. :-( Curt. What happended about Manual Massing's new alternative terrain engine?

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Oliver C.
On Friday 28 January 2005 18:20, Curtis L. Olson wrote: Oliver C. wrote: On Friday 28 January 2005 05:14, Curtis L. Olson wrote: I'm told there is a way to do this with shaders, but plib/ssg doesn't support shaders. :-( Curt. What happended about Manual Massing's new alternative terrain

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Curtis L. Olson
Oliver C. wrote: Are there plans or better a planned release date when the missing features will get added into plib? You'll have to ask the plib people. Steve is very persnickety about this section of the code and I suspect he may not allow significant changes unless he does them himself,

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Andy Ross
Curtis L. Olson wrote: If he has all these things, then that's wonderful, he has done an impressive piece of work. I'm not trying to be critical here, I'm just pointing out that this is *very* difficult stuff. It's one thing to do a nice little demo, it's something else entirely to tackle

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Manuel Massing
Hello, As with everything, really, the key here is integration. Make it work with FlightGear so we can test. Saying here is code, can we use it? just isn't enough. It needs to be here is a patch, try it and tell me what breaks. Until we get that far, there really isn't much to argue

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Paul Surgeon
On Friday, 28 January 2005 22:14, Manuel Massing wrote: I completely agree with you on the integration part. I think the engine is technically adequate for its intended purposes (i.e. satellite-textured landscapes). If you have any questions concerning the technical side, feel free to ask. I

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Dave Martin
On Friday 28 Jan 2005 21:21, Paul Surgeon wrote: Yes, I'm sure there are plenty of users who are happy with the current scenery engine and one of the advantages it has is that there is no paging of huge textures while flying. This allows for high speed flights without any pausing and can also

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Manuel Massing
Hello, I do have a few questions though : Does the current code that you have handle texture paging? Yes, textures and geometry are paged and decompressed asynchronously in the background (seperate thread). The engine supports image compression to save IO (and possibly bus) bandwith, e.g. JPEG

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Oliver C.
The real problem is that it's hard to get detailed textures for the whole world (and storage hungry!!). What I'd like to experiment with later on is to let a classifier run over the globally available 28.5m landsat textures, and use the resulting classifications to generate missing detail at

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Oliver C.
On Friday 28 January 2005 19:44, Curtis L. Olson wrote: Oliver C. wrote: Are there plans or better a planned release date when the missing features will get added into plib? You'll have to ask the plib people. Steve is very persnickety about this section of the code and I suspect he may not

Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Curtis L. Olson
Paul Surgeon wrote: I played around with some runway lighting today to see if textured polygons are feasible. Here is what textured, billboard runway lights look like : http://surgdom.hollosite.com/flightgear/screenshots/index.html With 6 * 1 ft runways all in view at one time my frame rate

Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread David Luff
On 27/01/2005 at 12:19 Curtis L. Olson wrote: snip rwy lights are dropping the frame rate Any ideas? Not on the technical side, but one thing we could do now is to ditch the green taxiway center lights. These aren't specified in the new format apt data, and the latest build has defaulted

Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Curtis L. Olson
David Luff wrote: On 27/01/2005 at 12:19 Curtis L. Olson wrote: snip rwy lights are dropping the frame rate Any ideas? Not on the technical side, but one thing we could do now is to ditch the green taxiway center lights. These aren't specified in the new format apt data, and the latest

Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Paul Surgeon
On Thursday, 27 January 2005 20:47, David Luff wrote: Note that the EGLL poly count is already hitting my frame rate to begin with - at daytime it's about 60 with view away from airport, 30 with view including airport. Then 10 with the lighting added. The frame rate with lighting enabled at

Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread David Luff
On 28/01/2005 at 00:00 Paul Surgeon wrote: On Thursday, 27 January 2005 20:47, David Luff wrote: Note that the EGLL poly count is already hitting my frame rate to begin with - at daytime it's about 60 with view away from airport, 30 with view including airport. Then 10 with the lighting

Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Ampere K. Hardraade
How about not rendering ground textures at night? Has this been done yet? Ampere ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d

Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Manuel Massing
Hi, in real life. Currently the lighting at EGLL or KSFO drops my frame rate from around 30 to about 10. Based on a rough estimate of light numbers, I reckon that ditching the green taxiway centerlights might get back 3 - 4 fps, not brilliant but a start. Note that the EGLL poly count is

Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Tiago Gusmo
Curtis L. Olson wrote: Paul Surgeon wrote: I played around with some runway lighting today to see if textured polygons are feasible. Here is what textured, billboard runway lights look like : http://surgdom.hollosite.com/flightgear/screenshots/index.html With 6 * 1 ft runways all in view at

Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Curtis L. Olson
Tiago Gusmão wrote: Altough the billboard itself always faces the POV, you can still set the normal the way the real light would be pointing to, them set a diffuse light on the POV and enable backface culling. I suppose performance hit should be minimal for TnL hardware. The normal only affects

Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Oliver C.
On Friday 28 January 2005 02:18, Curtis L. Olson wrote: Tiago Gusmão wrote: Altough the billboard itself always faces the POV, you can still set the normal the way the real light would be pointing to, them set a diffuse light on the POV and enable backface culling. I suppose performance

Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Curtis L. Olson
Oliver C. wrote: What about setting only one point at the beginning of the runway and then calculating an angel between it and the normal of the billboard. When the angel is 90° or - 90° the billboard is turned off when it is 90° or -90° then on. We might need to do something like that.

Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Roman Grigoriev
- Original Message - From: Curtis L. Olson [EMAIL PROTECTED] To: FlightGear developers discussions flightgear-devel@flightgear.org Sent: Thursday, January 27, 2005 8:14 PM Subject: Re: [Flightgear-devel] Runway lighting Oliver C. wrote: What about setting only one point

[Flightgear-devel] Runway lighting

2005-01-26 Thread Paul Surgeon
I played around with some runway lighting today to see if textured polygons are feasible. Here is what textured, billboard runway lights look like : http://surgdom.hollosite.com/flightgear/screenshots/index.html With 6 * 1 ft runways all in view at one time my frame rate dropped from 50

Re: [Flightgear-devel] runway lighting

2002-10-19 Thread William L. Riley
On Friday 18 October 2002 09:17 pm, David Megginson wrote: John Check writes: The last time we had KSFO with lights in there it had some problems too. I think it's worth the tradeoff but if you think it's going to break anything I can hold off. I'd prefer to put in a complete rebuild

Re: [Flightgear-devel] runway lighting

2002-10-19 Thread david
William L. Riley writes: unlurk I have been busy lately (who hasn't?) but can find the time to do a base Scenery rebuild. What is the status of the lighting? Should I do a rebuild this weekend? I'll have to check the back messages as I haven't been following along as closely as I

Re: [Flightgear-devel] runway lighting

2002-10-19 Thread William L. Riley
On Saturday 19 October 2002 03:30 pm, [EMAIL PROTECTED] wrote: It would be wise to wait a week or two before doing a complete rebuild of the scenery, in case Curt needs to change anything, but a rebuild of w130n30 (or at least the area around KSFO) would be very welcome this weekend. I am

Re: [Flightgear-devel] runway lighting

2002-10-19 Thread William L. Riley
The base scenery package was rebuilt tonight and is available for download. http://www.randdtechnologies.com/fgfs/newScenery/ The rebuild went very smoothly so there is probably some huge glaring error that I missed. ;) Wm -- William L. Riley [EMAIL PROTECTED]

Re: [Flightgear-devel] runway lighting

2002-10-19 Thread John Check
On Saturday 19 October 2002 7:42 pm, William L. Riley wrote: The base scenery package was rebuilt tonight and is available for download. http://www.randdtechnologies.com/fgfs/newScenery/ The rebuild went very smoothly so there is probably some huge glaring error that I missed. ;) Wm

Re: [Flightgear-devel] runway lighting

2002-10-19 Thread John Check
On Saturday 19 October 2002 7:42 pm, William L. Riley wrote: The base scenery package was rebuilt tonight and is available for download. http://www.randdtechnologies.com/fgfs/newScenery/ The rebuild went very smoothly so there is probably some huge glaring error that I missed. ;) Wm Looks

Re: [Flightgear-devel] runway lighting

2002-10-18 Thread David Megginson
Martin Spott writes: but in reality not every airport _has_ lightning. Mybe it would be appropriate to stick to the information on airport lightning that is present in the airport database, It's already there. All the best, David -- David Megginson, [EMAIL PROTECTED],

Re: [Flightgear-devel] runway lighting

2002-10-18 Thread Curtis L. Olson
John Check writes: If you want to fly this yourself, you can grab: http://www.flightgear.org/tmp/KSFO.btg.gz Does anybody have a copy or a proper link? it seems to be 404. My fault, didn't push my change out to the web server ... Curt. -- Curtis Olson IVLab / HumanFIRST Program

Re: [Flightgear-devel] runway lighting

2002-10-18 Thread Curtis L. Olson
Martin Spott writes: Curt, No one commented on my last runway lights message so I figured I'd send some more picts of the latest: Yesterday night it was simply too late to give appropriate comment I am _really_ amazed. In my eyes this this is the most valuable visual feature in

Re: [Flightgear-devel] runway lighting

2002-10-18 Thread David Megginson
Curtis L. Olson writes: Our world (once I finishe with the other lighting schemes, and once it's regenerated) will be as close to reality as our database allows. Have you patched TerraGear to eliminate runway edge lights for unlighted runways? All the best, David -- David Megginson,

Re: [Flightgear-devel] runway lighting

2002-10-18 Thread Curtis L. Olson
David Megginson writes: Curtis L. Olson writes: Our world (once I finishe with the other lighting schemes, and once it's regenerated) will be as close to reality as our database allows. Have you patched TerraGear to eliminate runway edge lights for unlighted runways? Well, patched

Re: [Flightgear-devel] runway lighting

2002-10-18 Thread Frederic BOUVIER
Curtis L. Olson [EMAIL PROTECTED] wrote : David Megginson writes: Curtis L. Olson writes: Our world (once I finishe with the other lighting schemes, and once it's regenerated) will be as close to reality as our database allows. Have you patched TerraGear to eliminate runway

Re: [Flightgear-devel] runway lighting

2002-10-18 Thread David Megginson
Frederic BOUVIER writes: There are airports that have intermitent, remotely switchable with onboard radio, lighting. When you arrive in the vicinity of such an airport, you push (sorry, lack of english vocabulary here) say 7 times in 5 seconds on the radio button to switch it on. It

Re: [Flightgear-devel] runway lighting

2002-10-18 Thread Curtis L. Olson
John Check writes: On Friday 18 October 2002 8:35 am, Curtis L. Olson wrote: John Check writes: If you want to fly this yourself, you can grab: http://www.flightgear.org/tmp/KSFO.btg.gz Does anybody have a copy or a proper link? it seems to be 404. My fault, didn't push

Re: [Flightgear-devel] runway lighting

2002-10-18 Thread David Megginson
Curtis L. Olson writes: Yes, we have CAL and CAL-II in the database, but no ARCAL. ARCAL describes how the lights are activated, not their configuration; presumably, Calvert I and Calvert II approach lighting systems could be ARCAL, but since those are used (I think) mainly at military

Re: [Flightgear-devel] runway lighting

2002-10-18 Thread Curtis L. Olson
I would also like to add the ability to turn runway/approach lighting on/off from the instructor station (i.e. tower control). But that's step n+1 assuming I'm working on step n right now. Curt. David Megginson writes: Curtis L. Olson writes: Yes, we have CAL and CAL-II in the database,

RE: [Flightgear-devel] runway lighting

2002-10-18 Thread Jon Berndt
John Check writes: Curt, What do you think about tossing this in the base package? Just wondering That's fine, although it's not elevated and has large gaps where it meets the surround terrain ... CUrt. John: Are you going to go ahead with this? When it gets in the base package (you

Re: [Flightgear-devel] runway lighting

2002-10-18 Thread John Check
On Friday 18 October 2002 7:13 pm, Jon Berndt wrote: John Check writes: Curt, What do you think about tossing this in the base package? Just wondering That's fine, although it's not elevated and has large gaps where it meets the surround terrain ... The last time we had KSFO

Re: [Flightgear-devel] runway lighting

2002-10-18 Thread David Megginson
John Check writes: The last time we had KSFO with lights in there it had some problems too. I think it's worth the tradeoff but if you think it's going to break anything I can hold off. I'd prefer to put in a complete rebuild from William Riley if he has time to redo the base package.

[Flightgear-devel] runway lighting

2002-10-17 Thread Curtis L. Olson
No one commented on my last runway lights message so I figured I'd send some more picts of the latest: http://www.flightgear.org/tmp/rwy_lights3.jpg http://www.flightgear.org/tmp/rwy_lights4.jpg http://www.flightgear.org/tmp/rwy_lights5.jpg http://www.flightgear.org/tmp/rwy_lights6.jpg

Re: [Flightgear-devel] runway lighting

2002-10-17 Thread David Findlay
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 *drools over keyboard* Very nice. But can you see the pole and light assemblies at daytime? :-) Thanks, David - -- If you give someone a program, you will frustrate them for a day. If you teach them how to program, you will frustrate them for a

[Flightgear-devel] Runway Lighting Questions

2002-07-07 Thread David Megginson
I've sent mail to Curt about this point already, but while I'm waiting, I thought I'd throw out the question to the list. I've patched FlightGear so that (a) runway edge lights are not visible from improbable distances (like 50km or more), and (b) runway edge lights are not visible at all while

Re: [Flightgear-devel] Runway Lighting Questions

2002-07-07 Thread Alex Perry
I'm currently applying a range limit of 12,000m (about 6nm) to the lights (the range is from the middle of each runway). Personally, I suspect that that might be far too generous, but I don't want to make the range too short for very long runways. What does everyone else think? All the

Re: [Flightgear-devel] Runway Lighting Questions

2002-07-07 Thread Jim Brennan jjb -
On Sun, 7 Jul 2002, David Megginson wrote: patched FlightGear so that (a) runway edge lights are not visible from improbable distances (like 50km or more), and (b) runway edge lights are not visible at all while the sun is above the horizon, but haven't committed these patches yet. I think