Hi Mathias,
thanks for the detailed answer. That indeed helps a lot. May I ask a follow-up
question?
I typically prepare a lot of things that are usually sensible and helpful
for its own but with such a final goal in mind. Once all is set up in place
I just need to grab into the black hat
Hi,
On Wednesday, March 21, 2012 13:29:52 Renk Thorsten wrote:
Mathias, maybe it's just me - but I have a serious problem understanding
what you write. I have greatest respect for what you do, and I've seen some
amazing things like the factor 50 speed increase of the geodinfo() call,
but
For anyone who wants to have a look at Earthview in action, I've made the first
version available for download here:
http://www.flightgear.org/forums/viewtopic.php?f=6t=15754#p153257
(I have the next higher resolution level textures as well, but they're too
large to host for me). Anyway, this
Before going into more detail, you might want to check with Mathias'
recent work to integrate space-view into FlightGear. Otherwise you'll
probably be doing duplicate work.
Well, if Mathias could simply comment on the issue? What can we expect
at
what timescale? (And how do you know
Once you understand how the scattering integrals work it's natural to
compute them also from the outside of the atmosphere.
Okay, now I am *really* confused. Are we trying to solve the same problem?
Light scattering in the atmosphere is not part of what Earthview does at all.
That is
On Tue, 2012-03-20 at 08:15 +, Renk Thorsten wrote:
Earthview is about getting a model of the planet itself into the scene, sort
of replacing the default terrain tile system. It assumes that you have
already solved the atmosphere scattering problem somehow and that you want to
see a
Erik Hofman wrote:
On Tue, 2012-03-20 at 08:15 +, Renk Thorsten wrote:
Earthview is about getting a model of the planet itself into the
scene, sort of replacing the default terrain tile system. It
assumes that you have already solved the atmosphere scattering
problem somehow and
Hi,
On Tuesday, March 20, 2012 08:15:54 Renk Thorsten wrote:
Once you understand how the scattering integrals work it's natural to
compute them also from the outside of the atmosphere.
Okay, now I am *really* confused. Are we trying to solve the same problem?
I think so.
Light
Am 20.03.12 09:15, schrieb Renk Thorsten:
Once you understand how the scattering integrals work it's natural to
compute them also from the outside of the atmosphere.
Okay, now I am *really* confused. Are we trying to solve the same problem?
Light scattering in the atmosphere is not part of
You ought to be able to initialize any vehicle at any altitude (up to and
even beyond 3000 km). At this time, only the Vostok has control jets, as
far as I know.
Actually I can not do that. Trying to initialize the ufo at 1.000.000 ft works
fine, and so does flying the ufo to the altitude.
Prometheus
Original Message
Subject: Re: [Flightgear-devel] Earthview - Orbital terrain rendering
in FG
From: Renk Thorsten thorsten.i.r...@jyu.fi
Date: Mon, March 19, 2012 6:22 am
To: FlightGear developers discussions
flightgear-devel@lists.sourceforge.net
You ought
On Monday 19 March 2012 07:22:52 Renk Thorsten wrote:
You ought to be able to initialize any vehicle at any altitude (up to and
even beyond 3000 km). At this time, only the Vostok has control jets, as
far as I know.
Actually I can not do that. Trying to initialize the ufo at 1.000.000 ft
When balancing different arguments I'd recommend to consider this one
as well: Backing out a kludge after it's been adopted by the users,
detangling additional hacks which start building on top of the
mentioned kludge is highly ungrateful work most of the time.
You haven't really looked at
Renk Thorsten wrote:
You haven't really looked at any of my designs so far, have you?
Nice trick - didn't work,
Martin.
--
Unix _IS_ user friendly - it's just selective about who its friends are !
--
Before going into more detail, you might want to check with Mathias'
recent work to integrate space-view into FlightGear. Otherwise you'll
probably be doing duplicate work.
Well, if Mathias could simply comment on the issue? What can we expect at what
timescale? (And how do you know these
Renk Thorsten wrote:
Before going into more detail, you might want to check with Mathias'
recent work to integrate space-view into FlightGear. Otherwise you'll
probably be doing duplicate work.
Well, if Mathias could simply comment on the issue? What can we
expect at what timescale?
I'd
Renk Thorsten wrote:
Well, I hope this is a more reasonable approach than what Vitos had
in mind. All things said, I would like to see Flightgear go into
space a bit more. No need to switch to Windows then :-)
Before going into more detail, you might want to check with Mathias'
recent work
Hi Thorsten,
AFAIK, the Celestia textures are pretty much directly derived from the
Blue Marble textures available from NASA
http://earthobservatory.nasa.gov/Features/BlueMarble/
http://visibleearth.nasa.gov/view_cat.php?categoryID=1484
Clouds:
http://visibleearth.nasa.gov/view.php?id=57747
I
Johannes Ebke wrote:
I think deriving directly from them would be most appropriate; Terms of
Use are:
See also:
http://mapserver.flightgear.org/git/gitweb.pl?p=fgdata;a=commitdiff;h=f4064b002aa7d6248ed38a864716f9d98c514df1
Cheers,
Martin.
--
Unix _IS_ user friendly - it's just
2) The high altitude FDM problem:
Our only spacecraft (Vostok) makes just 150 km altitude, apparently to
prevent it from running into a region where the FDM breaks down. This
isn't nearly high enough to see nice orbit scenes without pushing
gigabytes of textures at the problem. I have not
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