Re: [Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-04 Thread Slavutinsky Victor
At least one of us is confused about how things are structured. Heh. I mean if You add some model with great sphere in it, without addition things, all who have that model installed will see part of giant sphere in the sky or whole sphere. I have no idea what you mean by the distinction of

Re: [Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-03 Thread thorsten . i . renk
If two users in parallel flying spacecrafts will see the same good then there is no problem. But everything on Nasal is on local level, not global core level. At least one of us is confused about how things are structured. My understanding is that there's nothing in Flightgear which

Re: [Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-02 Thread Michael Sgier
altitute/speed flights terrain engine problems To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Date: Wednesday, June 1, 2011, 2:29 PM As I indicated in the Forum http://www.flightgear.org/forums/viewtopic.php?f=6t=12005 a solution to the problem would be to represent

Re: [Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-02 Thread Slavutinsky Victor
It would be nice to get fgfred64's project finally into, as the current terrain seems outdated to me http://www.youtube.com/watch?v=fkzsD95K_Jk He do not answer on my message on YouTube, his email what mike4lin had gave me on forum is outdated, his folder on fotolia.com is closed. If

Re: [Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-02 Thread thorsten . i . renk
As I said previously, it's gotta be implemented not on model level but on whole FG level, or not implemented at all. Nobody is talking about implementing anything on *aircraft* model level - the idea is to represent *Earth* by a model the same way we can represent, say, clouds by a model.

Re: [Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-02 Thread Slavutinsky Victor
Nobody is talking about implementing anything on *aircraft* model level - the idea is to represent *Earth* by a model the same way we can represent, say, clouds by a model. If two users in parallel flying spacecrafts will see the same good then there is no problem. But everything on Nasal is

[Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-01 Thread Slavutinsky Victor
Another one, maybe final, attempt to attract FG community attention to high altitude/speed flights and current terrain engine problems with it. Current terrain engine makes flights on high altitudes or long flights on high speeds unreasonable. There is no Earth surface visible, only blue fog, but

Re: [Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-01 Thread thorsten . i . renk
Current terrain engine makes flights on high altitudes or long flights on high speeds unreasonable. There is no Earth surface visible, only blue fog, but lags very big, fps may drop to one per second or less, simulation may crash on attempt to switch to other window and so on, because it

Re: [Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-01 Thread Slavutinsky Victor
As I indicated in the Forum http://www.flightgear.org/forums/viewtopic.php?f=6t=12005 a solution to the problem would be to represent Earth from high altitude by pieces of a hires textured sphere (textures to be obtained from Celestia), with (at least as demo) a simple Nasal script