Re: [Flightgear-devel] New contributor questions: taxiway and airportstuff; 3D building/landmark model stuff.

2004-05-21 Thread Frederic Bouvier
Jim Wilson wrote:

 Ampere K. Hardraade said:
 
  Are we using spline for the taxi way at the moment?
  
 
 No we are not.

We are using nurbs only to interpolate the terrain at 
the airport area.

-Fred



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RE: [Flightgear-devel] New contributor questions: taxiway and airportstuff; 3D building/landmark model stuff.

2004-05-16 Thread Norman Vine
Lee Elliott writes:
 Jim Wilson wrote:
  Lee Elliott said:
   Incidentally, I've noticed that although the random objects are placed
   randomly, they get placed in the same place each time I run fgfs - for
   example, as well as KSFO I also use EGLL for glide slope and landing
   testing and every time I go in there on 27R there's the same red
   building, in the same place, about half a mile before the runway.  To me
   it's already become a landmark:)
 
  That's a good thing isn't it?
 
 Heh! - I guess it is:)

see the derivation of seed in 

simgear / scene / tgdb / userdata.cxx

Norman

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Re: [Flightgear-devel] New contributor questions: taxiway and airportstuff; 3D building/landmark model stuff.

2004-05-15 Thread Frederic Bouvier
Jim Wilson wrote:

 Chris Metzler said:

 
  7.  Are there any guidelines for maximum complexity of 3D models
  for scenery?  On one hand, I want to make cool things.  But OTOH,
  I don't want to make things which are so cool that they won't get
  used because they're too apt to drag framerates down into the
  dirt.
 

 I'd take a look at what is there already.  If you are adding to the
collection
 of the generic buildings then keep the geometry super simple and textures
 under 64x64.  For more complex landmark type models like the Golden Gate
 bridge, you can get do more (maybe total of 256x256... e.g. 4  64x64
textures)
 but you will want to make sure for now that there won't be too many of
these
 in view at the same time.   Downtown San Francisco area is pretty well
maxed
 out now.

 Since so many folks have expressed interest in doing this kind of
modeling,
 it might be nice to build alternative scenery distributions for specific
urban
 areas similar to San Franscisco as distributed in the FlightGear base
package.

Doing Oakland or San Jose would be a good idea to spread landmarks over the
whole base package.

Silicon Valley could also draw the interest of major computer companies
on the project. Oracle buildings are especially great and were featured
already in some movies.

-Fred



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Re: [Flightgear-devel] New contributor questions: taxiway and airportstuff; 3D building/landmark model stuff.

2004-05-15 Thread Frederic Bouvier
Jim Wilson wrote:

 Chris Metzler said:

 
  7.  Are there any guidelines for maximum complexity of 3D models
  for scenery?  On one hand, I want to make cool things.  But OTOH,
  I don't want to make things which are so cool that they won't get
  used because they're too apt to drag framerates down into the
  dirt.
 

 I'd take a look at what is there already.  If you are adding to the
collection
 of the generic buildings then keep the geometry super simple and textures
 under 64x64.  For more complex landmark type models like the Golden Gate
 bridge, you can get do more (maybe total of 256x256... e.g. 4  64x64
textures)
 but you will want to make sure for now that there won't be too many of
these
 in view at the same time.   Downtown San Francisco area is pretty well
maxed
 out now.

Buildings at San Francisco use a LOD scheme and are pretty basic at
distance. It is just a matter of adjusting ranges in preferences.xml

-Fred



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