[Flightgear-devel] building view windows
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 - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Including a camera API in Cygwin
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 - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Window controls
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 - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Window Controls
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 - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Window controls
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 - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] telemaster model
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 -- Open Source Business Conference (OSBC), March 24-25, 2009, San Francisco, CA -OSBC tackles the biggest issue in open source: Open Sourcing the Enterprise -Strategies to boost innovation and cut costs with open source participation -Receive a $600 discount off the registration fee with the source code: SFAD http://p.sf.net/sfu/XcvMzF8H___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Adding artifacts to the scenery
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 -- Open Source Business Conference (OSBC), March 24-25, 2009, San Francisco, CA -OSBC tackles the biggest issue in open source: Open Sourcing the Enterprise -Strategies to boost innovation and cut costs with open source participation -Receive a $600 discount off the registration fee with the source code: SFAD http://p.sf.net/sfu/XcvMzF8H___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] alutLoadWAVFile
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 -- Open Source Business Conference (OSBC), March 24-25, 2009, San Francisco, CA -OSBC tackles the biggest issue in open source: Open Sourcing the Enterprise -Strategies to boost innovation and cut costs with open source participation -Receive a $600 discount off the registration fee with the source code: SFAD http://p.sf.net/sfu/XcvMzF8H___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Building Canadian Scenery
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 -- Apps built with the Adobe(R) Flex(R) framework and Flex Builder(TM) are powering Web 2.0 with engaging, cross-platform capabilities. Quickly and easily build your RIAs with Flex Builder, the Eclipse(TM)based development software that enables intelligent coding and step-through debugging. Download the free 60 day trial. http://p.sf.net/sfu/www-adobe-com___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] DEM data
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! -cullam -- Apps built with the Adobe(R) Flex(R) framework and Flex Builder(TM) are powering Web 2.0 with engaging, cross-platform capabilities. Quickly and easily build your RIAs with Flex Builder, the Eclipse(TM)based development software that enables intelligent coding and step-through debugging. Download the free 60 day trial. http://p.sf.net/sfu/www-adobe-com___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Elevation trouble with Scenery
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? __ Yahoo! Canada Toolbar: Search from anywhere on the web, and bookmark your favourite sites. Download it now http://ca.toolbar.yahoo.com.-- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] genapts, demchop, and data from geobase.ca
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
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 __ The new Internet Explorer® 8 - Faster, safer, easier. Optimized for Yahoo! Get it Now for Free! at http://downloads.yahoo.com/ca/internetexplorer/-- Stay on top of everything new and different, both inside and around Java (TM) technology - register by April 22, and save $200 on the JavaOne (SM) conference, June 2-5, 2009, San Francisco. 300 plus technical and hands-on sessions. Register today. Use priority code J9JMT32. http://p.sf.net/sfu/p___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Using shapefiles other than VMAP
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 __ Looking for the perfect gift? Give the gift of Flickr! http://www.flickr.com/gift/ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Whoops: missing attachment
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
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 __ Ask a question on any topic and get answers from real people. Go to Yahoo! Answers and share what you know at http://ca.answers.yahoo.com -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Hardware bottleneck for building scenery
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 __ Looking for the perfect gift? Give the gift of Flickr! http://www.flickr.com/gift/ -- Come build with us! The BlackBerryreg; Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9#45;12, 2009. Register now#33; http://p.sf.net/sfu/devconf ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Custom textures and landtypes
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 __ Yahoo! Canada Toolbar: Search from anywhere on the web, and bookmark your favourite sites. Download it now http://ca.toolbar.yahoo.com. -- Come build with us! The BlackBerryreg; Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9#45;12, 2009. Register now#33; http://p.sf.net/sfu/devconf ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Things that cause fgfs-construct to be killed?
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 __ Looking for the perfect gift? Give the gift of Flickr! http://www.flickr.com/gift/ -- Come build with us! The BlackBerry(R) Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9 - 12, 2009. Register now! http://p.sf.net/sfu/devconference ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Textures oddities in hi-rez scenery
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 __ Yahoo! Canada Toolbar: Search from anywhere on the web, and bookmark your favourite sites. Download it now http://ca.toolbar.yahoo.com. -- Come build with us! The BlackBerry(R) Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9 - 12, 2009. Register now! http://p.sf.net/sfu/devconference ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Texture oddities in Hi-rez scenery
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 __ Get a sneak peak at messages with a handy reading pane with All new Yahoo! Mail: http://ca.promos.yahoo.com/newmail/overview2/ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Cliffs
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 __ Make your browsing faster, safer, and easier with the new Internet Explorer® 8. Optimized for Yahoo! Get it Now for Free! at http://downloads.yahoo.com/ca/internetexplorer/ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Cliffs
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 __ Make your browsing faster, safer, and easier with the new Internet Explorer® 8. Optimized for Yahoo! Get it Now for Free! at http://downloads.yahoo.com/ca/internetexplorer/ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] (no subject)
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 __ Yahoo! Canada Toolbar: Search from anywhere on the web, and bookmark your favourite sites. Download it now http://ca.toolbar.yahoo.com. -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Re: Cliffs
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 __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Cliffs
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 __ Yahoo! Canada Toolbar: Search from anywhere on the web, and bookmark your favourite sites. Download it now http://ca.toolbar.yahoo.com. -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Understanding scenery archatecture
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 __ Make your browsing faster, safer, and easier with the new Internet Explorer® 8. Optimized for Yahoo! Get it Now for Free! at http://downloads.yahoo.com/ca/internetexplorer/ -- Return on Information: Google Enterprise Search pays you back Get the facts. http://p.sf.net/sfu/google-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel