Re: [Flightgear-devel] two scenery ideas

2006-01-27 Thread Martin Spott
Mark wrote: > As far as I see it, the manual alteration of the city textures should be > kept as an option. > By default the use of the regional textures makes more sence, since > modifying every town would be just too time consuming. > Using the poligons as a virtual marker for the regions sounds

Re: [Flightgear-devel] two scenery ideas

2006-01-27 Thread Mark
> Until you hear those texture where created by someone from Europe. Hmm, not really. Actually the city textures, like builtup.rgb and resgrid.rgb, are probably taken from satellite images of some US resident area. At least it looks like this :-) As far as I see it, the manual alteration of the c

Re: [Flightgear-devel] two scenery ideas

2006-01-27 Thread Martin Spott
Jon Stockill wrote: > We have a more european city texture already - just no way of using it > on anything but a global scale Obviously there are different ways to employ different city/whatever textures. One way would be to manually re-adjust all cities over the world and assign the appropriate

Re: [Flightgear-devel] two scenery ideas

2006-01-26 Thread Josh Babcock
Jon Stockill wrote: > Mark wrote: > >> Since there is already a PostGIS database for custom scenery >> contribution in work, I assume this maybe could be added to that >> database? >> >> I agree that localized textures would be a big improvement. The city >> textures look good for locations in the

Re: [Flightgear-devel] two scenery ideas

2006-01-26 Thread Jon Stockill
Mark wrote: Since there is already a PostGIS database for custom scenery contribution in work, I assume this maybe could be added to that database? I agree that localized textures would be a big improvement. The city textures look good for locations in the states, but not realistic for Europe. B

Re: [Flightgear-devel] two scenery ideas

2006-01-26 Thread Erik Hofman
Mark wrote: I agree that localized textures would be a big improvement. The city textures look good for locations in the states, but not realistic for Europe. Until you hear those texture where created by someone from Europe. Erik -- http://www.ehtw.info (Dutch)Future of Enschede Airport

Re: [Flightgear-devel] two scenery ideas

2006-01-26 Thread Mark
Since there is already a PostGIS database for custom scenery contribution in work, I assume this maybe could be added to that database? I agree that localized textures would be a big improvement. The city textures look good for locations in the states, but not realistic for Europe. But I can't see

Re: [Flightgear-devel] two scenery ideas

2006-01-25 Thread Josh Babcock
Paul Surgeon wrote: > On Wednesday 25 January 2006 21:44, flightgear wrote: > >>I noticed this, too , since the landcover data actually has a large >>amount of landcovertypes that are currently ignored. >>So my question is: If somebody would brew up some new textures for these >>types, is there an

Re: [Flightgear-devel] two scenery ideas

2006-01-25 Thread Paul Surgeon
On Wednesday 25 January 2006 21:44, flightgear wrote: > I noticed this, too , since the landcover data actually has a large > amount of landcovertypes that are currently ignored. > So my question is: If somebody would brew up some new textures for these > types, is there any reason for not using th

Re: [Flightgear-devel] two scenery ideas

2006-01-25 Thread flightgear
I noticed this, too , since the landcover data actually has a large amount of landcovertypes that are currently ignored. So my question is: If somebody would brew up some new textures for these types, is there any reason for not using them? For example, if you have many textures in a scenery part,

Re: [Flightgear-devel] two scenery ideas

2006-01-25 Thread dene maxwell
Hi Josh From: Josh Babcock <[EMAIL PROTECTED]> >> > 2) ... the current terrain is designed to be seen from above... When >> > viewing terrain from the side other factors come into play...your >> > stratum idea and the one I put forward where urban terrain is presently >> > designed from a "bi

Re: [Flightgear-devel] two scenery ideas

2006-01-25 Thread Josh Babcock
dene maxwell wrote: > Hi Josh > > >> From: Josh Babcock <[EMAIL PROTECTED]> >> >> dene maxwell wrote: >> > Hi Josh >> > I posted on this subject a couple of weeks ago there was some >> > discussion as to where the "scaling" of the texture was done >> > Terragear/FlightGear. There were two poi

Re: [Flightgear-devel] two scenery ideas

2006-01-25 Thread Martin Spott
Hello Curt, "Curtis L. Olson" wrote: > As we've discussed before, OSG is a worthy option, but it is 'not > trivial' so to speak to switch scene graph libraries out from under such > a complex application as FlightGear, [...] I know that my sole intention was to prevent people from strain

Re: [Flightgear-devel] two scenery ideas

2006-01-25 Thread Curtis L. Olson
Martin Spott wrote: Christian Mayer wrote: Hm, I thought PLIB (i.e. Steve) did like shaders and was just waiting for OpenGL 2.0. He wanted to do the right solution once it was available (with shaders and thus multitexturing)... Do you really expect the PLIB project to issue major imp

Re: [Flightgear-devel] two scenery ideas

2006-01-25 Thread Martin Spott
Christian Mayer wrote: > Hm, I thought PLIB (i.e. Steve) did like shaders and was just waiting > for OpenGL 2.0. He wanted to do the right solution once it was available > (with shaders and thus multitexturing)... Do you really expect the PLIB project to issue major improvements ? In my eyes PLIB

Re: [Flightgear-devel] two scenery ideas

2006-01-24 Thread dene maxwell
Hi Josh From: Josh Babcock <[EMAIL PROTECTED]> dene maxwell wrote: > Hi Josh > I posted on this subject a couple of weeks ago there was some > discussion as to where the "scaling" of the texture was done > Terragear/FlightGear. There were two points; > > 1) ... when viewed from above a 45d

Re: [Flightgear-devel] two scenery ideas

2006-01-24 Thread Ampere K. Hardraade
On January 24, 2006 04:54 pm, Josh Babcock wrote: > The trick is teaching terragear to > determine what that terrain is and assign it a new landcover type: cliff. We can teach Terrorgear new tricks? I never knew it has neural net implemented. ;) Ampere -

Re: [Flightgear-devel] two scenery ideas

2006-01-24 Thread Curtis L. Olson
Christian Mayer wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Curtis L. Olson schrieb: X-Plane uses some shader language dithering approach which I don't understand enough to comment on. This sounds like a good solution This isn't easy, especially not within the context o

Re: [Flightgear-devel] two scenery ideas

2006-01-24 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Curtis L. Olson schrieb: > > X-Plane uses some shader language dithering approach which I don't > understand enough to comment on. This sounds like a good solution > This isn't easy, especially not within the context of plib which really > doesn't li

Re: [Flightgear-devel] two scenery ideas

2006-01-24 Thread Josh Babcock
Here's a better shot: http://jrbabcock.home.comcast.net/flightgear/three.jpg Josh --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching yo

Re: [Flightgear-devel] two scenery ideas

2006-01-24 Thread Josh Babcock
Curtis L. Olson wrote: > Or we could find a nice source of free 1 meter per pixel world imagery > and just drape photoreal textureres over everything. > > Curt. > I'll start saving for that 80Tb disk drive now ... Actually, a really neat hack would be to just download the (0.25 m/px) orthos fr

Re: [Flightgear-devel] two scenery ideas

2006-01-24 Thread Curtis L. Olson
Josh Babcock wrote: I. Currently the terrain textures are UV mapped onto the terrain from directly above. This creates all sorts of problems in steep terrain. One of those problems is that cliffs and near cliffs look really bad. Perhaps if terrain with a slope greater than a certain threshold we

Re: [Flightgear-devel] two scenery ideas

2006-01-24 Thread Josh Babcock
dene maxwell wrote: > Hi Josh > I posted on this subject a couple of weeks ago there was some > discussion as to where the "scaling" of the texture was done > Terragear/FlightGear. There were two points; > > 1) ... when viewed from above a 45deg slope will only seem 0.7071 of its > true length

Re: [Flightgear-devel] two scenery ideas

2006-01-23 Thread dene maxwell
pott <[EMAIL PROTECTED]> Reply-To: flightgear-devel@lists.sourceforge.net To: flightgear-devel@lists.sourceforge.net Subject: Re: [Flightgear-devel] two scenery ideas Date: Tue, 24 Jan 2006 06:53:12 + (UTC) "dene maxwell" wrote: > Sort of associated with your river issue i

Re: [Flightgear-devel] two scenery ideas

2006-01-23 Thread Martin Spott
"dene maxwell" wrote: > Sort of associated with your river issue is the issue of railways and the > sections of railways that are through tunnels this particularly effects > me as two of the longest rail tunnels in the southern hemisphere are in my > local area and it looks silly to have th

RE: [Flightgear-devel] two scenery ideas

2006-01-23 Thread dene maxwell
Hi Josh I posted on this subject a couple of weeks ago there was some discussion as to where the "scaling" of the texture was done Terragear/FlightGear. There were two points; 1) ... when viewed from above a 45deg slope will only seem 0.7071 of its true length. Hence a "stretching" issue

[Flightgear-devel] two scenery ideas

2006-01-23 Thread Josh Babcock
I. Currently the terrain textures are UV mapped onto the terrain from directly above. This creates all sorts of problems in steep terrain. One of those problems is that cliffs and near cliffs look really bad. Perhaps if terrain with a slope greater than a certain threshold were to be mapped from th