Re: [Flightgear-devel] two scenery ideas

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

Re: [Flightgear-devel] two scenery ideas

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

Re: [Flightgear-devel] two scenery ideas

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

Re: [Flightgear-devel] two scenery ideas

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

Re: [Flightgear-devel] two scenery ideas

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

Re: [Flightgear-devel] two scenery ideas

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

Re: [Flightgear-devel] two scenery ideas

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

Re: [Flightgear-devel] two scenery ideas

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

Re: [Flightgear-devel] two scenery ideas

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

Re: [Flightgear-devel] two scenery ideas

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

Re: [Flightgear-devel] two scenery ideas

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

Re: [Flightgear-devel] two scenery ideas

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

Re: [Flightgear-devel] two scenery ideas

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

RE: [Flightgear-devel] two scenery ideas

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

Re: [Flightgear-devel] two scenery ideas

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