[Flightgear-devel] building view windows

2008-05-20 Thread cullam Bruce-Lockhart
I am working on a modification to 1.0.0 (on a windows XP system) to allow a 
user to open multiple windows of the same copy of flightgear, so they can 
display their flight from multiple angles at once. In my case, I want to do the 
panoramic cockpit, without having to use three separate computers. 

Essentially, I want one instance of flightgear to do the calculations to 
simulate the world, but render it in three seperate windows (or theoretically, 
as many as you wanted/your system could handle). 

So my question is, where in the source code does the viewing window get drawn? 
I want to have a look at it, and see if I can find a way to tell it to draw 
more. I understand that this won't be a tiny little piece of code. I'm 
expecting this to take some work, possibly involving changing references all 
over the program. Any thoughts? Or is there some workaround for this that I've 
missed? 

Theoretically, I might try to just run three separate instances of Flightgear 
on the one machine, and get two of them to follow the other. This would be an 
acceptable solution if it can be done. But I'd rather use the view window idea, 
as it would only need to model the world once as opposed to three separate 
times. Any pointers you could give me would be appreciated! 
-cullam
 
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[Flightgear-devel] Including a camera API in Cygwin

2008-07-23 Thread cullam Bruce-Lockhart
Hi there. I've been working on adding a live video functionality into 
Flightgear, using a Lumenera Camera. Just to be sure it works, I've created a 
standalone C++ program that interacts with the Cameras API, just to be sure 
that I know how to use all the functionalities that I'm going for. I'm now 
working on adding this into Flightgear. The only thing I've done so far is 
include the camera's api.h file, and my class .h file and .cpp file. (those 
aren't the actual file names, but that didn't seem like useful info). When I 
try to compile flightgear, it complains about all the camera's API functions. 
When it gives these complaints, it adds extra junk to the names. For example:
 

../../src/Main/libMain.a(renderer.o): In Function '_ZN6Camera12countCamerasEv': 
/home/RAVEN/FlightGear-1.0.0/src/Main/camera.cpp:32: undefined reference to 
'[EMAIL PROTECTED]'

I presume it's something to do with my unfamiliarity with Cygwin and Linux, but 
my function is actually called Camera::countCameras, and the function it can't 
find is LucamNumCameras. I have no idea where the extra text comes from. 

The essential issue is that many of my Camera functions call some sort of 
LucamBlahBlahBlah function. And the compiler isn't finding any of these Lucam 
functions, even though the .h file where they are defined has been included, 
apparently successfully. Any idea what I'm missing? Thanks so much! 
-cullam






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[Flightgear-devel] Window controls

2008-07-29 Thread cullam Bruce-Lockhart
Hi there. I'm fairly new to this, so this is probably a very rudimentary 
question. I apologize. I'm hooking up a lumenera Camera for a live video feed 
from a UAV, so that the video gets handed to Flightgear, which then draws its 
HUD over the video stream. In order to do this, I need to be able to 
communicate with the window controls. My camera can display the video in a new 
window, but I want it to draw to the video screen that Flightgear is already 
using. The camera expects a handle to the window. Any idea where I can find 
this, and all other information where the program keeps track of its window 
(size, position, etc)? Thanks so much! 
-cullam




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Re: [Flightgear-devel] Window Controls

2008-08-01 Thread cullam Bruce-Lockhart
I'm actually not trying to patch Flightgear into a piece of Camera Software. 
I'm making some modifications and changes to Flightgear so it can give commands 
to the camera's hardware and internal API. The way that Curtis talks about is 
one of the ways that I'm looking at doing it. But I've got another way that 
might be a lot easier, or it might not work at all. Either way, I want to give 
it a try. In order to do this, I'll need to find a way to access FG's window 
handle, and get its width and height information (which I believe are just 
stored as the variables width and height, correct?). In what part of the source 
code is the window handle defined, and is there a function I need to utilize 
that will return it? Any help on where to find this would be greatly 
appreciated! 
-cullam




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[Flightgear-devel] Window controls

2008-08-20 Thread cullam Bruce-Lockhart
Hey. I was just wondering if anyone could point me in the direction of the 
window controls in FG 1.0.0. I know FGRenderer.resize has to do with the 
viewport. I'm actually looking for the window dimensions, full screen mode, 
etc. I'm passing information to a camera, and it needs to know how large the 
window is at any given moment. Thanks. 
-cullam




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[Flightgear-devel] telemaster model

2009-02-24 Thread cullam Bruce-Lockhart
Hi there. I was going to do some work on modeling a Senior Telemaster in Matt 
Lab, but a friend told me that he thought someone had already worked on that. 
Does anyone know if there is already a model for a Telemaster out there, and if 
it's available? Thanks a bunch. 
-cullam




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[Flightgear-devel] Adding artifacts to the scenery

2009-02-26 Thread cullam Bruce-Lockhart
Hey there gang. I've been doing some local mods of Flightgear for a university 
research group, and am now about to take a fairly hefty step in the project, so 
I was hoping to get some advice and find some direction. 

I'm using Flightgear as a means of showing what a UAV is doing, is it is a much 
more natural display mode than simply seeing some telemetry numbers, and a 
map-view flight plan. Thus far, I've painted over the flightgear graphics with 
a video stream taken from the plane, and a HUD which displays needed 
information. It also highlights potential collision threats. All this has been 
simple enough, as it's all simply painting over the screen with 2D graphics. 

The next step is more involved. I'd like to add things to the simulated world, 
things that aren't actually there, such as the waypoints that the plane is 
flying towards, flightpaths that should be taken for a landing, or any other 
usefull things that come up. For these items to be useful, they'd have to be 
classified as something different than the terrain scenery, so when the video 
is painted on the screen, these artificial objects could then be rendered over 
the video. 

So really, I'm just looking for any hint as to where I should even start with 
this design. Something like a landing path should be tied permanantly into a 
given runway, but something like waypoints should be able to be handed in 
dynamically on the fly through some sort of bridge program. Most of my 
familiarity with the internal working of flightgear is specifically in the 
renderer code. What else should I be boning up on? Presumably somethings in the 
way it handles navigation, as I could simply tie all extra objects to 
perticular positions, and have OpenGL draw them as/when needed. Thanks for any 
help to this far too open ended question! 
-cullam



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[Flightgear-devel] alutLoadWAVFile

2009-03-05 Thread cullam Bruce-Lockhart
So I might have done something foolish. I've been doing a bunch of 
modifications to Flightgear 1.0.0 for research purposes. I decided I should 
check out Flightgear 1.9.1 to get a feel for it, and see if there was good 
reason to port my modifications over to that system, so I just downloaded the 
pre-compiled version to try it out. 

Now 1.0.0 doesn't work anymore. When fgfs.exe is run, the following error 
immediately pops up in windows: The procedure entry point alutLoadWAVFile 
could not be located in the dynamic link library openal32.dll. 

I've re-compiled both simgear and flightgear, no avail. I've made sure that 
openal32.dll is the same version that was there when I first got everything 
running, and is in the right place; that didn't help either. Any other 
suggestions? 
-cullam




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[Flightgear-devel] Building Canadian Scenery

2009-03-13 Thread cullam Bruce-Lockhart
This questions is probably a little pre-mature, as I haven't actually been able 
to compile Terra-gear yet on either Windows or Ubuntu - the various 
instructions out there all seem to have links to other instructions for things 
you need - and these are often out of date. Anyway, that's not my question. At 
some point, I'll hopefully be able to build Terragear. 

The big things I want to fix is the precision of the elevation model. We're 
flying UAV's in Newfoundland, which means it's VERY rugged, and 1 km precission 
simply doesn't cover it. STM1 data isn't available for Canada through the 
websites quoted on the Terragear instructions. But I mannaged to find 30m 
precission data, which should be perfect! The question then, is how I format 
it. 

The data I've gathered comes from:  
http://geobase.ca/geobase/en/data/cded/description.html 

Anyway, when I unpack it, the format is a .dem file. Actuall, it produces two 
files of identical size called 001n10_0100_deme.dem and 
001n10_0100_demw.dem. I know that the string of numbers is a refernece to the 
position of this rectangle on the earth. But I'm not sure why there are two 
files (this is from one rectangle - a single zip file). There's also an xml and 
an html file, but those are just discriptions and information about the land 
containted in the data. 

This is essentially the information that Terragear wants for its DEM, but it's 
not the file format that is works with. Has anyone used this data set before? 
Does anyone know what I'll need to do to it to be able to hand it over to 
Terragear to work with? I'm actually going to be building two of these 
rectangles of data, but I just listed one here for asking the question. Thanks 
for the help! (you guys are always so great about that for us stunned newbies!)
-cullam



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[Flightgear-devel] DEM data

2009-03-20 Thread cullam Bruce-Lockhart
I just wanted to check on this before I muck it up, now that I finally seem to 
have terragear compiled. I've got a couple of 1201X1201 grid cells of raster 
data, covering a total of 0.5 deg X 0.5 deg. The extension on the files is 
.dem, and according to the details that come with it, the data format is CDED 
ASCII. Do I need to re-process and format this before I can start running 
demchop on it to cut the squares to the right size? (provided I'm correctly 
understanding what it its that demshop does). I know that DEM-30 data needs to 
be changed, but I think this is more similar to DEM-3 data. Thanks gang! 
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[Flightgear-devel] Elevation trouble with Scenery

2009-04-03 Thread cullam Bruce-Lockhart
I've been mucking around trying to build my own scenery for the last couple 
weeks, with a VAST amount of help from Geoff McLane. I've got it all working, 
and have been able to generate my own scenery. 

However, the elevation is coming out all messed up. Geoff has some photos of 
how it has come out available on his site: 

http://geoffair.net/tmp/cullam-01.htm
Almost all the land data is appearing completely flat, at -m. There are a 
few pieces of land that appear at sea level. All airports are at sea level. 

I'm working on the scenery for the island of Newfoundland. I'm using the DEM 
data available from 
http://geobase.ca/geobase/en/data/cded/index.html\, which has a resolution of 
about 30m. According to the Terragear tools, this data is in the correct ASCII 
format, and is good to go for demchop. 

After running demchop on about 380 of these files, the folder containing the 
chopped elevation data is 131.1 MB. 

I then run genapts on my apt.dat file which was modified to include airports 
that aren't in the official apt.dat, and to correct their layouts. Again, there 
don't appear to be any problems. 

For my shapefile, I'm simply using the standard North American vmap0. This 
appears to have been prepared without incident. 

And then I run fgfs-construct. After the construction is done, my total folder 
size for everything just generated is 7.1 MB. This has GOT to be where the 
elevation data is disappearing, but I have no idea why. Obviously, there are 
massive ammounts of specifics that I could get into, but then this question 
would be huge and complex. So all I'm asking here is, does anybody have any 
idea where I should start looking to figure out where this went wrong? 



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[Flightgear-devel] genapts, demchop, and data from geobase.ca

2009-04-09 Thread cullam Bruce-Lockhart
Hi all. 

I have a set of Canadian data from geobase.ca. This is fairly high resolution 
data that is downloaded as .dem files. There are already formatted in ascii, 
and deminfo claims they are good to go. demchop runs on them just fine, and 
completes successfully, as does terrafit. 

And then we come to genapts. It loops over and over and over, opening the first 
pair of .arr.gz/.fit.gz it finds. It's not a problem with that particular pair, 
as deleting them just makes it loop opening the next pair. This happens 
regardless of whether I put them in DEM-USGS-3 or SRTM2-North_America-3. Any 
idea what could be going wrong here? Is it possible that demchop is handling 
them as if they were 30 arc-sec data? The resolution on these is about 25-30 m, 
and I'm not sure exactly what that translates to in arc-sec, but it's 3 or
 less. I've heard someone say that this data set is .75 arc-sec, actually, but 
I'm not quite sure if that's right or not. 

I can successfully run genapts with the basic default elevation data, so I 
don't think there's anything wrong in how I'm doing things in general. So 
somewhere, genapts doesn't like the data that I've got, although all initial 
steps indicate that it's fine. Any suggestions? 

Here's the output from genapts. The last block repeats infinitely:

cul...@cullam-linuxbox:~/tg2/MyScenery$ genapts
--input=/home/cullam/tg2/MyScenery/data/airports/apt.dat
--work=/home/cullam/tg2/MyScenery/work  genlog.txt
Input file = /home/cullam/tg2/MyScenery/data/airports/apt.dat
Terrain sources = 
 
 /home/cullam/tg2/MyScenery/work/SRTM2-Africa-3
  /home/cullam/tg2/MyScenery/work/SRTM2-Australia-3
  /home/cullam/tg2/MyScenery/work/SRTM2-Eurasia-3
  /home/cullam/tg2/MyScenery/work/SRTM2-Islands-3
  /home/cullam/tg2/MyScenery/work/SRTM2-North_America-3
  /home/cullam/tg2/MyScenery/work/SRTM2-South_America-3
  /home/cullam/tg2/MyScenery/work/DEM-USGS-3
  /home/cullam/tg2/MyScenery/work/SRTM-30
Work directory = /home/cullam/tg2/MyScenery/work
Nudge = 10
Longitude = -180:180
Latitude = -90:90
Warning: cannot open /home/cullam/tg2/MyScenery/work/AirportArea/poly_counter
Next airport = CYYT 461
Next airport = CCV4 150
Building CYYT
Runway count = 3
Taxiway count = 81
w060n40/w053n47/2089569
18  47.616605 -052.746651 1 BCN
19  47.613318 -052.739055 1 WS
19  47.624675 -052.768286 1 WS
19  47.623559 -052.747348 1 WS
19  47.625935
 -052.739039 1 WS
19  47.623012 -052.738211 1 WS
19  47.612760 -052.733494 1 WS
19  47.620669 -052.740692 1 Windsock
Building runway = 11x
Runway num = '11x'
Runway num = '16x'
Runway num = '02x'


gen touchdown zone lights 11x
length hdg = 266 left heading = 176
gen reil 11x
length hdg = 86 left heading = 356
gen reil 11x
length hdg = 266 left heading = 176
gen papi 11x
length hdg = 86 left heading = 356
gen SSALx lights 11x
length hdg = 86 left heading = 356
gen SSALx lights 11x
length hdg = 266 left heading = 176
rwylt1 = 4 app1 = 2
threshold lights for forward direction
gen threshold 11x
length hdg = 86 left heading = 356
rwylt2 = 5 app2 = 2
threshold lights for reverse direction
gen threshold 11x
length hdg = 266 left heading = 176
gen papi 16x
length hdg = 139 left heading = 49
gen vasi 16x
gen odals 16x
length hdg = 319 left heading
 = 229
gen SSALx lights 16x
length hdg = 139 left heading = 49
rwylt1 = 2 app1 = 2
rwylt2 = 2 app2 = 6
threshold lights for reverse direction
gen threshold 16x
length hdg = 319 left heading = 229
gen SSALx lights 02x
length hdg = 356.21 left heading = 266.21
gen SSALx lights 02x
length hdg = 176.21 left heading = 86.21
rwylt1 = 2 app1 = 2
rwylt2 = 2 app2 = 2
found a bad node = -52.7379, 47.6123, -
found a bad node = -52.7379, 47.6123, -
found a bad node = -52.7379, 47.6125, -
found a bad node = -52.7379, 47.6125, -
found a bad node = -52.7381, 47.6136, -
found a bad node = -52.7381, 47.6136, -
found a bad node = -52.7386, 47.6152, -
found a bad node = -52.7383, 47.6162, -
found a bad node = -52.7383, 47.6162, -
found a bad node = -52.7384, 47.6171, -
found a bad node = -52.7384, 47.6171, -
found a bad node = -52.7385, 47.6181,
 -
found a bad node = -52.7385, 47.6181, -
  Cannot open 
/home/cullam/tg2/MyScenery/work/SRTM2-Africa-3/w060n40/w053n47/2089577.arr.gz
  Cannot open 
/home/cullam/tg2/MyScenery/work/SRTM2-Africa-3/w060n40/w053n47/2089577.fit.gz
  Cannot open 
/home/cullam/tg2/MyScenery/work/SRTM2-Australia-3/w060n40/w053n47/2089577.arr.gz
  Cannot open 
/home/cullam/tg2/MyScenery/work/SRTM2-Australia-3/w060n40/w053n47/2089577.fit.gz
  Cannot open 
/home/cullam/tg2/MyScenery/work/SRTM2-Eurasia-3/w060n40/w053n47/2089577.arr.gz
  Cannot open 
/home/cullam/tg2/MyScenery/work/SRTM2-Eurasia-3/w060n40/w053n47/2089577.fit.gz
  Cannot open 
/home/cullam/tg2/MyScenery/work/SRTM2-Islands-3/w060n40/w053n47/2089577.arr.gz
  Cannot open 
/home/cullam/tg2/MyScenery/work/SRTM2-Islands-3/w060n40/w053n47/2089577.fit.gz
  Cannot open
 

[Flightgear-devel] Vmap1 and other useful data

2009-04-21 Thread cullam Bruce-Lockhart
Hey all. 

I've been working on building improved, high detail scenery for the island of 
Newfoundland. It's a very rocky place, with a rugged coastline, so a high 
resolution model makes a big difference. 

I've built scenery using 0.75 arc-sec DEM data, with a 15 meter error 
threshold, so it looks VERY good! However, the improved elevation makes the 
vmap0 data look very poor. The approximated coastlines mean stretches of flat 
ground past the edge of a cliff, and roads cut trenches through hills, or sit 
on high platforms over valleys. Also, the 1km squares to represent cities begin 
to look very crude. 

I'd like to rebuild using vmap1. I understand that there are some issues with 
this for consolidating it with vmap0 where you change from one to another, but 
I'm building an island, so that shouldn't be a problem. I intend to use vmap1 
for the whole thing. I've been googling around, and have certainly seen plenty 
of mention of vmap1 as an option,  but every how to is for vmap0. So is there 
a resource I've missed? 

For instance, all the commands like 
$ tgvpf --chunk=w080n40 --work-dir=LandMass --material=Default \
 /cdrom/vmaplv0 noamer bnd polbnda

have a different 3 word ending. If I mannaged to get a set of 
vmap1 data, would those commands be the same, or something else? 
And is there anywhere I can download vmap1 as a full set? At 
http://flightgear.telascience.org/download.psp, I'm only able to 
get the data one land type at a time, and it seems to come in a
very different format from vmap0, so the end commands will clearly 
be different. 

If there's any good resource out there the would give me a run-down
on how to use this stuff, that would be awesome! 
-cullam





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[Flightgear-devel] Using shapefiles other than VMAP

2009-09-11 Thread cullam Bruce-Lockhart
Hey gang. I'm not sure if the answer to this will turn out to be retardedly 
simple, or ludicrously complex, but here goes. 

I've build scenery for the island of Newfoundland with very high resolution for 
the elevation. But now the low-res, VMAP0 looks awful. In many cases, it cuts 
canyons and builds wall through an otherwise rugged landscape. I can't find 
VMAP1 for Canada, but I found a set of vector data in some sort of shapefile 
format that is at 50,000:1 as opposed to VMAP0's 1,000,000. It's called CanVec. 
I've got a descriptive html file for one section of land attached to this 
e-mail.  The question is, how do I format this data, or modify my build 
commands to use it? For one section of the smallest size the data is cut into, 
I have a file with a name of the format 001n10_2_0_BS_1250009_1 where: 
- 001n10 is the land area described in this file (this is the same numbering 
system that the elevation data I'm using used)

- 2_0 is the same for every one I've got, I'm not sure what the significance 
is. 

- BS is a two letter code that varies from file to file. It might refer to the 
coverage described by the given shapefile. The others are EN, FO, HD, IC, LX, 
SS, TO, TR, and VE. Every section has some of each of these. 

- 1250009 is changes for each file name. But ALL file names end in 0009. So 
the 125, versus 176 or any other number is the distinctive thing in the file 
name. 

- some of the filenames have two or three copies, where the only difference is 
this last number. It's varries between 0, 1 and 2. 

- for EVERY file name, I have a .dbf, .prj, .shp, and .shx file. 

Every section is in it's own folder, so all the 001n10s are grouped together. 
In each group, is an html file like the one attached, which might tell you far 
more than I just have. If somebody could give me some tips, or point to some 
documentation as to how I could use this data to build my scenery in Terragear, 
it would be really helpful! Up till now, I've been using tgvpf, but that works 
directly on the VMAP0 stuff, so I'm guessing it won't work without some 
modification to structures, commands or parameters here. Thanks a lot guys! 
-cullam




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[Flightgear-devel] Whoops: missing attachment

2009-09-11 Thread cullam Bruce-Lockhart
Sorry, here's the information contained in the html file to accompany my 
question:

 CanVec
001N10

   1. Identification Information
   2. Data Quality Information
   3. Spatial Data Organization Information
   4. Spatial Reference Information
   5. Entity and Attribute Information
   6. Distribution Information
   7. Metadata Reference Information

Identification Information

Citation:

Citation Information:

Originator:
Government of Canada, Natural Resources Canada, Earth Sciences 
Sector, Mapping Services Branch, Centre for Topographic Information - Sherbrooke

Publication Date:
2008-04-15

Title:
001N10

Edition:
2.0

Geospatial Data Presentation Form:
vector digital data

Series Information:

Series Name:
CanVec

Issue Identification:
1.0

Publication Information:

Publication Place:
Sherbrooke, Quebec, Canada

Publisher:
Government of Canada, Natural Resources Canada, Earth Sciences 
Sector, Mapping Services Branch, Centre for Topographic Information - Sherbrooke

Online Linkage:
http://www.geogratis.gc.ca 

Description:

Abstract:
CanVec digital topographical dataset of an area represented according 
to the National Topographic System (NTS).

Purpose:
CanVec aims to provide a standardized and up to date representation of 
topographical phenomena for the entire Canadian landmass.

Supplemental Information:
This product is subject to Discrepancies processing provided by the 
Centre for Topographic Information from Natural Resources Canada. A discrepancy 
is defined as any deviation from the product's Standards and Specifications. To 
explore the status of discrepancies related this dataset, see the Discrepancies 
Web Site from the Centre for Topographic Information 
(http://www.ctis.nrcan.gc.ca/cit/servlet/CIT/site_id=01page_id=1-005-010.html).

Time Period of Content:

Time Period Information:

Range of Dates/Times:

Beginning Date:
1985

Ending Date:
2007-05

Currentness Reference:
ground condition

Status:

Progress:
Complete

Maintenance and Update Frequency:
As needed

Spatial Domain:

Bounding Coordinates:

West Bounding Coordinate:
-53

East Bounding Coordinate:
-52.5

North Bounding Coordinate:
47.75

South Bounding Coordinate:
47.5

Keywords:

Theme:

Theme Keyword Thesaurus:
GCMD

Theme Keyword:
Earth Science  Human Dimensions  Infrastructure  Buildings

Theme Keyword:
Earth Science  Human Dimensions  Infrastructure  Communications

Theme Keyword:
Earth Science  Land Surface  Topography  Contours

Theme Keyword:
Earth Science  Human Dimensions  Infrastructure  Cultural 
Features

Theme Keyword:
Earth Science  Human Dimensions  Infrastructure  Electricity

Theme Keyword:
Earth Science  Land Surface  Topography  Terrain Elevation

Theme Keyword:
Earth Science  Land Surface  Land Use/Land Cover

Theme Keyword:
Earth Science  Land Surface  Topography  Landforms

Theme Keyword:
Earth Science  Human Dimensions  Infrastructure  Pipelines

Theme Keyword:
Earth Science  Land Surface  Topography  Topographical Relief

Theme Keyword:
Earth Science  Human Dimensions  Infrastructure  Transportation

Theme Keyword:
Earth Science  Biosphere  Vegetation  Vegetation Cover

Theme Keyword:
Earth Science  Hydrosphere  Surface Water  Wetlands

Theme Keyword:
Administratives Boundaries

Theme Keyword:
Buildings and Structures

Theme Keyword:
Energy

Theme Keyword:
Hydrography

Theme Keyword:
Industrial and Commercial Areas

Theme Keyword:
Places of Interest

Theme Keyword:
Relief and Landforms

Theme Keyword:
Toponymy/Place Names

Theme Keyword:
Water Saturated Soils

Theme Keyword:
Earth Science  Human Dimensions  Boundaries  Administrative 
Divisions

Place:

Place Keyword Thesaurus:
GCMD

Place Keyword:
Continent  North America  Canada  Newfoundland and Labrador

Place Keyword:
ST. JOHN'S

Place Keyword:
001N10

Access Constraints:
None

Use Constraints:
Data are subject to the GeoGratis Licence Agreement for Unrestricted Use of 
Digital Data.

Point of Contact:

Contact 

[Flightgear-devel] Using ogr-decode and shape-decode

2009-09-14 Thread cullam Bruce-Lockhart
Hi all. I've got a bunch of shapefile data for the island of Newfoundland that 
I'm intending to use in Terragear. It's called Canvec data, and I think I'm 
going to need to use ogr-decode on it to get it into WGS84 format. Provided I'm 
understanding this correctly, that is. Everything in the data set is in the 
.shp format, but unlike the VMAP0 that I've used previously, it's devided into 
many geographical subsections. These subsections are organized using the 
National Topographic System. So I think I need to re-organize them before I use 
shape-decode. Is that correct? 

I'm assuming that this means I need to run ogr-decode on them. How do I use 
ogr-decode to convert a large number of road shapefiles (for example) to the 
shapefile that shape-decode is expecting to see? Will the final result be one 
shapefile for all the roadways in Newfoundland, or will that combination not 
happen until after I've run shape-decode? Almost all the references I've found 
on doing this assume that I'll use VMAP0 data (which I have before), then say 
that you can also try other data sets, but give almost no information on how to 
do that. Any guidance on how I need to go about doing all this would be greatly 
appreciated. I think it's probably all fairly strait forward, but I sure can't 
find any good instructions! 
-cullam


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[Flightgear-devel] Hardware bottleneck for building scenery

2009-09-24 Thread cullam Bruce-Lockhart
Hey gang. 

I'm working on a high resolution version of the scenery for my home, 
Newfoundland. It's coming along VERY well, but I'm running into limitations of 
what my computer can handle building. Essentially, I've cut the fgfs-construct 
commands into the theoretically smallest allowable sizes: I'm running the 
command around 4000 times, each time doing a 0.0625 by 0.125 degree piece of 
scenery. Even while cutting the job up into such small pieces, the process gets 
killed sometimes. However, the resulting scenery looks fantastic, and runs 
fine. But I know that somewhere out there are places where there will be 
strange artifact from a build that died pre-maturely. 

My question is this: what is the hardware bottleneck here? As far as I can 
tell, the system isn't running out of ram, as my monitored usage stays around 
200MB. I'm using a dual core processor, and for each build, it runs one 
processor at 100% while the other idles around 5-10%. Each time it starts work 
on a new piece, the processors switch workload. What needs to be improved to 
keep a really complicated scenery build from being killed? 
-cullam


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[Flightgear-devel] Custom textures and landtypes

2009-09-28 Thread cullam Bruce-Lockhart
Hello, once again. Sorry to be posting so many questions on several subjects 
sequentially. But things are going well, so I'm constantly running into new 
things that I need to adapt and understand. 

I've created some customized textures for my scenery. They've been added to the 
materials.xml file. However, I can't yet use them when running fgfs-construct, 
as they aren't on the list that terragear is searching for in the case switch. 
I know that I can easily implement them by overwriting some of the normal 
terrain types, but I'd rather do it right and have them properly named, not to 
mention still having all default terrain types still available to me. 

What files do I need to amend this list in? I've been going through code, 
trying to trace it all out, but I haven't managed to find it yet. I know 
there's a case switch in BuildTiles/main.cxx that picks one of 25 cover types. 
But those read an integer, and translate it to a string. I'm not sure where I 
need to add my own textures to the integer list to be translated. 

I might even be investigating the wrong thing entirely. So the question is: 
once I've created custom textures, and added them to the materials.xml file, 
what else do I need to do to allow them to be used in fgfs-construct? 
Thanks folks! 
-cullam


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[Flightgear-devel] Things that cause fgfs-construct to be killed?

2009-10-16 Thread cullam Bruce-Lockhart
Hi gang. My last few builds of scenery have been killed in the exact same 
manor, and produced hilarious results to view from the air. Anyway, I was 
wondering if anyone knew off the top of their head the full list of things that 
cause fgfs-construct to be killed? I've bumped up the time limit, but it isn't 
reaching that limit. I've cut each build into the smallest allowable chunk, 
0.0625 by 0.125 degrees. I'm not where to set TG_MAX_NODES, but I even tried 
changing the line in Build/Main/main.cxx 
c.set_max_nodes(TG_MAX_NODES * 0.8); to c.set_max_nodes(TG_MAX_NODES * 3);

Obviously, that's a bit of a hack, but I figured I'd try it to see if it made a 
difference. Nothing. 

I'm trying to work with the absolute bleeding edge of what terragear can handle 
here, with 0.75 arc-sec DEMs, using a 3 meter error threshold, and 50,000:1 
shapefile data. So I'd like to slacken any restrictions that Terragear imposes. 
My experience so far has been that better scenery can take MUCH longer to 
build, but has a minimal effect on Flightgear's framerate, 

Any suggestions of what else I could change to let it do crazy builds? One of 
my CPU cores runs at 100% while building, but my memory usages is still less 
than 10%, so I shouldn't have hit the limits of my hardware yet! 
Thanks folks. 
-cullam


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[Flightgear-devel] Textures oddities in hi-rez scenery

2009-11-03 Thread cullam Bruce-Lockhart
Hello all. I've encountered some very strange artifacts in the hi-res scenery 
build I'm doing of Newfoundland. I've experimented a bunch, but can't find one 
single thing that's causing them. It just seems as though scenery of a very 
high complexity causes them to happen. The main one is a sort of stretching of 
the textures, that seems to actually break the fundamental way they are 
assigned. I've got a detailed description with screenshots of what's going on 
here: www.cullam.com/flightgear.htm 

If you've ever built some very fancy scenery, or know about how the 
architecture of texture assignment works, check it out, and I'd love to hear 
some suggestions as to what might be causing this! And I appologize for the 
terrible looking site. I literally just threw it together to ask this question. 
I'm hoping to eventually make it a useful resource for scenery builders. 
-cullam


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Re: [Flightgear-devel] Texture oddities in Hi-rez scenery

2009-11-10 Thread cullam Bruce-Lockhart
Sorry I didn't get back to everyone on their input sooner, I was out of town 
for most of the last week. 

The work I'm doing is with UAVs; specifically I'm trying to give a human on the 
ground the ability to take control of a UAV. So I'm using Flightgear as the 
Visual Rendering Platform. It takes it's flightmodel and position from the live 
telemetry feed coming down from the plane. It shows the human pilot a fairly 
accurate picture of what would be seen if they were looking out the cockpit 
window, and allows them to control the plane directly. We've done the setup for 
this, and had no trouble, but I haven't actually tried letting a human take 
control yet. Up until now, it's been impossible, as the scenery we had was very 
inaccurate. With the stuff I'm building now, it might be doable. 

 The problem (most likely) is that the structure size of the index is a
 16 bit signed word.  This means once you exceed 32767 texture
 coordinates, the mapping will go all goofy on you.

 I had a local mod here that switched to using unsigned indices which
 doubles your capacity, but in high res scenery, even this is easy to
 exceed.  I think this also required a change on the FlightGear side (but
 it was backwards compatible.)
...

Any idea where I might go in the program to make such changes? While doubling 
the size wouldn't fix the problem, it would at least raise the limits somewhat. 
Given the amount of time I have left to work on this project, I doubt I'm going 
to get a chance to make massive changes to the way Terragear and Flightgear 
handles scenery. So some of the other, more permanent suggestions might not be 
feasible for me. 

Certainly for the work I'm doing, changing the chunk size could work, although 
I doubt I'd be able to implement it quickly enough to have it working before my 
timeline runs out. But the piece of land I'm doing is an island, so any 
inconsistencies between it and the rest of the world will be in the ocean. 

And I understand that not everyone will be able to run super hi-rez scenery. 
But like I said, I'm working on this for a particular research goal with UAVs. 
But I figure there might be people out there interested in having access to the 
final product for their own flying pleasure. I don't expect it would become 
part of the official scenery. 

And with that, I'm off to work on getting terragear to automatically assign all 
steep triangles a cliff texture. It's something that my scenery desperately 
needs. I'm not sure if that's a feature that other people might benefit from in 
their own builds. If it is, let me know. Hopefully I'll get it working... 
-cullam



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[Flightgear-devel] Cliffs

2009-11-13 Thread cullam Bruce-Lockhart
Hallo gang. 
While working on figuring out my other texture issues, I've started looking at 
doing cliffs for steep surfaces. The idea of automatically assigning triangles 
a cliff like texture if they go beyond a certain steepness has come up before. 
I've found a few threads where it's been talked about as a good idea. Has 
anyone actually done any work on implementing it? If no-one has, I'm going to 
give it a try. Also, as far as I can tell, the roughness of triangle is 
essentially just it's slope. Am I correct on this? If so, it should be pretty 
easy to take advantage of that to do the cliffs. Any dangers and pittfalls that 
I should be warned of before I get started? 
As always, thanks for all the help! 
-cullam


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[Flightgear-devel] Cliffs

2009-11-16 Thread cullam Bruce-Lockhart
Terribly sorry to send this out again, but I never got any response to my 
previous query. 

I'm planning on developing procedures that automatically assign cliff textures 
to any scenery beyond a certain slope. From reading through the flightgear 
devel archives, this idea has come up before. Does anybody know if any work was 
actually done with it? And if so, anyone know where I can find it, or who I can 
talk to about it? I just want to make sure I'm not doing work that's redundant. 
-cullam


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[Flightgear-devel] (no subject)

2009-11-18 Thread cullam Bruce-Lockhart


 I'm planning on developing procedures that automatically assign cliff 
 textures to any scenery beyond a certain slope. From reading through the 
 flightgear devel archives, this idea has come up before. Does anybody know 
 if any work was actually done with it? And if so, anyone know where I can 
 find it, or who I can talk to about it? I just want to make sure I'm not 
 doing work that's redundant.

I suspect that's something already handled by the terrain shaders. ISTR
they give a more rocky look to steeper surfaces.

Jon


I think about it too; but as I understand, simply change texture's
name in btg don't help, since that texture will be stretched like any
other (i.e. looks right only for top view). It is necessary to play
with uv-coordinates or sort of.

-- 
---
WBR, Vadym.

While looking through the code, I'd noticed the roughness variable seemed to 
define exactly what I wanted for steepness. In the case of the stuff I'm 
doing, the elevation model is very detailed, and the surfaces beyond 45 degrees 
can't realistically support trees. I guess the big question is when do the 
textures get assigned in the first place? I've seen LOTS of places in the code 
where it looks up the texture, but I think those are just looking up the 
texture that's already been assigned. If, for example, I used the place in the 
code that checks for roughness to assign anything beyond a certain slope as a 
cliff, is it too late in the process? Ideally, I'd like this check to happen 
when texture first gets assigned. I could reassign them at a later point, but 
that seem inelegant. 

As for the stretching issue, I'll have to think about that. But I'm thinking 
about cliffs as shallow as 45 degrees, so it shouldn't be such an issue there. 
I'm also HOPING to make it an input parameter into fgfs-construct, so that it 
could be added into the main terragear functionality, for anyone working on 
high enough resolution scenery for it to be of use. In a low detail model, You 
might want 75 degrees or more to be defined as cliff face. But if it was an 
input parameter, then the option would be there. 

Also, is there an issue I should be concerned with in terms of texture 
priority? I know that there's a list of what gets drawn on top of what. But 
there seemed to be a few places where this list came up. At the very least, my 
attempts at adding to this list failed completely. Anyone know off the top of 
their head how to change the texture list, or add my own categories to it? This 
is more so for my own local use, rather than for the Terragear project, as I 
doubt anyone else needs a texture specific to the brown rocks in Newfoundland. 

Thanks all! 

-cullam



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[Flightgear-devel] Re: Cliffs

2009-11-18 Thread cullam Bruce-Lockhart
That's wrong: they can and they do. Have you ever been in the Alps? I've often
been amazed at in which unlikely places plants still grow happily.

Stefan

In general, you are correct. However, I'm doing scenery for Newfoundland, where 
there is almost no soil, just clay and rock. Short trees do grow, but once you 
get a vaguely steep hill, it's just rocks. Especially for the rocky coastline, 
the ability to define a steepness threshold, beyond which anything is brown 
rock, would make a huge difference. Obviously, this is not the case for the 
whole world, which is is why I would like to make it an input parameter. Leave 
the default at something normal, and I'll crank it up for the work that I'm 
doing. 

Which still leaves me with the question of where in FGFS-construct is the 
terrain type FIRST assigned. I'd like to do the cliff assignment at that point, 
rather than one of the many other time in the program it looks the assignment 
up. I just don't know which piece of code that get's the terrain type is 
actually assigning it in the first place. 
-cullam

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Re: [Flightgear-devel] Cliffs

2009-11-24 Thread cullam Bruce-Lockhart
I'd like to add a little story to this thread.

Before I started my/our Landcover-DB-project (which is already a few
years old) we were having an ongoing dispute about wether the
underlying land cover data or some tweaking the data-techniques in
the TerraGear toolchain had been responsible for certain unexpected
effects in FlightGear's Scenery.
Finally, to resolve this issue, I stuffed all our land cover data into
a PostGIS database, put a MapServer as a frontend so everyone could
have a look at what's been the actual input to our Scenery processing
(I suspect that hardly anyone did, but that's a different topic  ;-)

To put it in different words: What you are planning to do might serve
as s short-term solution, but in the long run I think you're going to
end up in a new flavour of maintenance hell if you're adding techniques
to TerraGear to change the land cover type in the processing stage.
Better change the land cover type accordingly: For areas which don't
have any trees, simply don't use a type that has trees, otherwise you
will, sooner or later, get unexpected effects in your Scenery.

Cheers,
Martin.

Hmmm... that is a very valid point. 

The issue is that even with very high definition shapefiles, the only 
categories of undeveloped land that exist in my area are default, vegetation, 
and wetland. So it's no problem where there's forest. The issue is to 
differentiate between barrens, scrub land, and bare rock. In Newfoundland, much 
of the coast is this brown rock. 
http://pointsevensnowball.files.wordpress.com/2008/09/halifax-038.jpg (I know 
it says halifax, but that's just from the context of the site the photo is 
from) In many places, what I've got shows up as vegetation right to the ocean. 
Even in the spots where it doesn't, if I texture it appropriately, then all the 
barrens, or anywhere that's not trees shows up as brown rock. It's just an 
unfortunate fact of the data I've got. I haven't been able to find anything 
that differentiates better. 

Maybe there are tools I could use to examine the DEM, and shade in any area of 
a certain steepness, then use that to generate a new shapefile for bare rock? 
That's probably insanely wishful thinking. I guess I'll have to keep thinking 
about it. 
-cullam


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[Flightgear-devel] Understanding scenery archatecture

2009-12-11 Thread cullam Bruce-Lockhart
Hey gang. 
I've just started putting together some visual aids in understanding what 
happens in a scenery build process. That's well and good, but I'm having an 
issue with terrafit. I've recently discovered that my understanding of how 
terrafit works is wrong. I'd always assumed it took a grid of elevations, 
calculated planes of best fit, using the max error threshold, then adjusted 
all the heights in the grid. It turns out that it actually leaves the heights 
unchanged, but deletes any that aren't deemed significant. I've been reading 
through terrafit.cc, but I can't figure out anything about what it does to 
determine significance. 

Could anyone explain to me how terragear uses the error threshold to determine 
what the list of points to be included is? 

The very beginnings of my site for this have been slapped together (like, 20 
minutes ago), so what's there is VERY MUCH still being written, expanded, and 
edited. But you can get an idea of what I'm trying to do at 
www.cullam.com/flightgear.htm. If you have Google Sketchup, you can actually 
see the 3D models I've built, as some of the pictures aren't very useful in two 
dimensions. My models of terrafit's process are obviously wrong, as I made them 
to model my understanding at the time. But if somebody can better explain it to 
me, I'll do more accurate models. With any luck, this guide will eventually be 
useful for people who want to get into the scenery game. 
-cullam


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