Hello,
Quicker than i could plan (thanks to Saikrishna for the help) , i just
found the following:
When running GIT FG/SG at date 2013 Feb the 24 the terrain is right, we
can land on a building and we can use the modified LFHU airport (by PAF)
When running FG/SG at date 2013 Feb the 25 the
On 20 Jun 2013, at 13:20, grtuxhangar team hohora...@gmail.com wrote:
UNFORTUNATELY, right now, with recent FG GIt we can't use it.
At FG load the new terrain ( it is an object ) is not recognized and the
Aircraft is positioned on the original surface of the scenery which is under
the
I order to narrow the research, our system manager told me.
We have a FG Git built working version which is Feb the 17, versus a next
FG Git built version NOT working which is March the 20.
Sorry we can't be more precise.
Ahmad
On 20 June 2013 14:28, James Turner zakal...@mac.com wrote:
On 20 Jun 2013, at 14:44, grtuxhangar team hohora...@gmail.com wrote:
We have a FG Git built working version which is Feb the 17, versus a next
FG Git built version NOT working which is March the 20.
Sorry we can't be more precise.
Okay, that's still a good narrowing of possible
I'll have some free time along the end of that week, i could try to build
some versions.
However, to get the Git content at a specific date , is beyond my
expertise.
What is the right git command.
Thank
Ahmad
On 20 June 2013 15:53, James Turner zakal...@mac.com wrote:
On 20 Jun 2013, at
Hello, again my question
Help
What is the right git command line.? to get the git content at a specific
date
Ahmad
On 20 June 2013 19:41, grtuxhangar team hohora...@gmail.com wrote:
I'll have some free time along the end of that week, i could try to build
some versions.
However, to get
Use git log --before -MM-DD --after -MM-DD to see the comment
of the change, commit ID, and the date the change was made. You can
leave out before or after switch if you want to. Then use the commit ID
in git reset --hard commit_id. You only need the last 7 characters
of the commit ID.
Hello, Saikrishna
Thanks.
Ahmad
On 21 June 2013 01:24, Saikrishna Arcot saiarcot...@gmail.com wrote:
Use git log --before -MM-DD --after -MM-DD to see the comment
of the change, commit ID, and the date the change was made. You can
leave out before or after switch if you want to.
There are many issues and tradeoffs with mesh simplification. There are
many algorithms and approaches, each with their own unique strengths and
weaknesses. Challenges include finding a strategy to hide the cracks
between adjacent tiles draw with different levels of details (and
possibly
On Sunday, December 16, 2012 23:11:44 Mathias Fröhlich wrote:
Hi,
Hi all,
I have added my new code for far-tiles in a merge request for flightgear and
simgear. You can now test the code, and also check whether texture resizing is
necessary for materials which are not inside the near tiles
Hi Adrian,
On Sun, Dec 16, 2012 at 4:32 AM, Adrian Musceac wrote:
I am presenting an experimental (WIP) method to reduce memory consumption by
scenery with 30%, while increasing the visibility distance 4 times.
This method relies on some kind of LOD system, without mesh simplification.
People
On Sunday, December 16, 2012 12:35:20 Stuart Buchanan wrote:
Hi Adrian,
On Sun, Dec 16, 2012 at 4:32 AM, Adrian Musceac wrote:
I am presenting an experimental (WIP) method to reduce memory consumption
by scenery with 30%, while increasing the visibility distance 4 times.
This method
Hi Adrian,
The same idea is behind the osg lod based whole world model.
Where do you store the elevation data?
Greetings
Mathias
--
LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial
Remotely access
There are many issues and tradeoffs with mesh simplification. There are
many algorithms and approaches, each with their own unique strengths and
weaknesses. Challenges include finding a strategy to hide the cracks
between adjacent tiles draw with different levels of details (and possibly
more or
On Sunday, December 16, 2012 18:39:47 Mathias Fröhlich wrote:
Hi Adrian,
The same idea is behind the osg lod based whole world model.
Where do you store the elevation data?
Greetings
Mathias
Hi Mathias,
It's actually nothing really special about it, I'm just modifying a little the
Hi,
On Sunday, December 16, 2012 20:24:48 Adrian Musceac wrote:
It's actually nothing really special about it, I'm just modifying a little
the tile manager to define inner tiles and outer tiles. The elevation
data is inside the same old BTG files, which are actually lists of polygons
making
On Sun, Dec 16, 2012 at 11:44 AM, Adrian Musceac wrote:
It' basically very simple. Far tiles no longer compute anything other than
it's own geometry, and also use a very low resolution texture set, obtained by
running a batch resize on the regular texture set.
OK. So you don't load anything
On 16 Dec 2012, at 19:18, Stuart Buchanan wrote:
I'm surprised there's any benefit to using a very low resolution texture set.
Surely the normal textures are already loaded by OSG and it's cheaper
just to refer
to those rather than loading some more textures? Or are we not
sharing our
On Sunday, December 16, 2012 21:37:37 James Turner wrote:
On 16 Dec 2012, at 19:18, Stuart Buchanan wrote:
I'm surprised there's any benefit to using a very low resolution texture
set. Surely the normal textures are already loaded by OSG and it's
cheaper just to refer
to those rather than
On Sunday, December 16, 2012 19:37:37 James Turner wrote:
On 16 Dec 2012, at 19:18, Stuart Buchanan wrote:
I'm surprised there's any benefit to using a very low resolution texture
set. Surely the normal textures are already loaded by OSG and it's
cheaper just to refer
to those rather than
On Sunday, December 16, 2012 21:18:10 Stuart Buchanan wrote:
On Sun, Dec 16, 2012 at 11:44 AM, Adrian Musceac wrote:
It' basically very simple. Far tiles no longer compute anything other
than it's own geometry, and also use a very low resolution texture set,
obtained by running a batch
Hi,
On Sunday, December 16, 2012 22:02:15 Adrian Musceac wrote:
I am aware there are better systems out there, I'm just doing what I can
within the restrictions of the BTG format. I'd be more than happy to have a
real terrain LOD, but right now that means lots of changes in Terragear and
On Sunday, December 16, 2012 22:38:41 Mathias Fröhlich wrote:
Hi,
On Sunday, December 16, 2012 22:02:15 Adrian Musceac wrote:
I am aware there are better systems out there, I'm just doing what I can
within the restrictions of the BTG format. I'd be more than happy to have
a real terrain
Hi,
On Sunday, December 16, 2012 22:32:48 Adrian Musceac wrote:
My main interest with terrain was a) having longer distances available, and
b) having separate traversal masks only for surface. All for use in my
infamous now radio code. This lead to what I have now, an improvement in
memory
On Sunday, December 16, 2012 23:11:44 Mathias Fröhlich wrote:
Hi Mathias,
Ok, for that, I can see a lot of solutions.
Having one that is may be close:
Use the BVH tree that is used in fgelev or fgai. The fgelev one is
parametrized like you probably need today. There is one hacky switch in
Am 11.11.2012 05:32, schrieb Jon S. Berndt:
I have a new problem, now, though. I do see the scenery (when I get under
about 6000 feet - until then I see only white fog) since I gave the path to
the directory outside $FG_ROOT where I placed the terrain, but now I no
longer get proper HUD
multiple separate directories, you can separate the paths with :
(works also on Windows).
fgfs --fg-root=FGDATA_PATH --fg-scenery=CUSTOM_PATH1:CUSTOM_PATH2:...
On windows, the path separator if ;
-Fred
--
Everyone
Am 11.11.2012 13:14, schrieb Frederic Bouvier:
multiple separate directories, you can separate the paths with :
(works also on Windows).
fgfs --fg-root=FGDATA_PATH --fg-scenery=CUSTOM_PATH1:CUSTOM_PATH2:...
On windows, the path separator if ;
You are right, for scenery it indeed is. But I'm
When the HUD no longer works, make sure you haven't deleted anything in
FGDATA - like the fonts. You don't need to define the path to the base
scenery (within fgdata). If you downloaded additional scenery, in one
or multiple separate directories, you can separate the paths with :
(works also
'
Subject: Re: [Flightgear-devel] Scenery not being loaded
When the HUD no longer works, make sure you haven't deleted anything
in FGDATA - like the fonts. You don't need to define the path to the
base scenery (within fgdata). If you downloaded additional scenery,
in
one or multiple separate
Am 11.11.2012 17:39, schrieb Jon S. Berndt:
Also, if I specify only the custom scenery path - as in the command line
below - I get the errors that follow. Don't know if those are revealing or
unexpected ...
bin/Win64/fgfs.exe --fg-root=./data --fg-scenery=./scenery
--aircraft=CitationX
Am 11.11.2012 17:39, schrieb Jon S. Berndt:
Also, if I specify only the custom scenery path - as in the command
line below - I get the errors that follow. Don't know if those are
revealing or unexpected ...
bin/Win64/fgfs.exe --fg-root=./data --fg-scenery=./scenery
Am 11.11.2012 18:23, schrieb Jon S. Berndt:
Thanks for the reply. The path handling in FlightGear seems a bit delicate.
Not sure if in Cygwin under Windows I need to be more unix-like, or more
windows-like in specifying paths. I'll play with that some, but relative
paths do work - at least
Well, I've tried all sorts of combinations of pathnames, using different
path name specification forms (windows, linux, etc.) and I can get
FlightGear to run using several of the forms - and to load the scenery I
desire, as well - I cannot get both the custom scenery and the HUD symbology
to work
Well, I've tried all sorts of combinations of pathnames, using
different path name specification forms (windows, linux, etc.) and I
can get FlightGear to run using several of the forms - and to load the
scenery I desire, as well - I cannot get both the custom scenery and
the HUD symbology to
On Sun, 2012-11-11 at 18:04 +0100, ThorstenB wrote:
If anyone was interested/able to fix the support for relative paths on
Windows, please implement SGPath::realpath in simgear/misc/sg_path.cxx:
Hi Thorsten,
re: std::string SGPAth::realpath() const
That's strange no one has done this for
Am 11.11.2012 19:05, schrieb Geoff McLane:
That's strange no one has done this for WIN32 ;=()
I guess most Windows people are using launchers. It's mainly Linux
people who love command-lines ;-).
#if defined(_WIN32)
// with absPath NULL, will allocate, and ignore length
char *buf =
.
Jon
-Original Message-
From: Jon S. Berndt [mailto:jonsber...@comcast.net]
Sent: Friday, November 09, 2012 3:59 PM
To: 'FlightGear developers discussions'
Subject: Re: [Flightgear-devel] Scenery not being loaded
Another thing: the Moon descends through the fog and is still visible
Another thing: the Moon descends through the fog and is still visible -
there doesn't seem to be any terrain that gets in the way and occludes it.
Even when I am right on top of where the runway should be, there is nothing
except blue water.
Jon
-Original Message-
From: Jon S. Berndt
ys wrote:
Am 05.08.2012 um 19:07 schrieb Martin Spott martin.sp...@mgras.net:
Hi YVes,
ys wrote:
A lot of scenery will come with 850 airport data either, and this is
still refused by the core developers [...]
Personally I don't like this sort of claims.
After reading the
Sorry for the no-op posting, I acidentally sent the unmodified
buffer
Moin Yves,
ys wrote:
[...], it's just in responsability of the core developers to show how
2nd-row developers can help to improve apt.dat without being
blocked by a deprecated.
I tend to disagree.
You're probably
On Mon, Aug 6, 2012 at 10:00 AM, Martin Spott martin.sp...@mgras.net wrote:
Moin Yves,
ys wrote:
[...], it's just in responsability of the core developers to show how
2nd-row developers can help to improve apt.dat without being
blocked by a deprecated.
I tend to disagree.
You're
Hi Tim,
De : Tim Moore timoor...@gmail.com
Envoyé le : Lundi 6 août 2012 12h31
How does scenery production, including airport modeling, scale without
2nd (and 3rd and 4th)-row developers?
I think this debate is on terrain generation. For 3D models
Tim Moore wrote:
On Mon, Aug 6, 2012 at 10:00 AM, Martin Spott martin.sp...@mgras.net wrote:
Therefore I think trying to guide 2nd-row developers is a waste of
time in most cases.
How does scenery production, including airport modeling, scale without
2nd (and 3rd and 4th)-row developers?
On Mon, 6 Aug 2012 11:09:15 + (UTC), Martin Spott
martin.sp...@mgras.net wrote:
Tim Moore wrote:
On Mon, Aug 6, 2012 at 10:00 AM, Martin Spott martin.sp...@mgras.net
wrote:
Therefore I think trying to guide 2nd-row developers is a waste of
time in most cases.
How does scenery
Hi YVes,
ys wrote:
A lot of scenery will come with 850 airport data either, and this is
still refused by the core developers [...]
Personally I don't like this sort of claims.
After reading the above statement, the 'innocent' observer might
understand that swapping the current apt.dat file
Am 05.08.2012 um 19:07 schrieb Martin Spott martin.sp...@mgras.net:
Hi YVes,
ys wrote:
A lot of scenery will come with 850 airport data either, and this is
still refused by the core developers [...]
Personally I don't like this sort of claims.
After reading the above statement,
+1
IB
On Aug 4, 2012, at 4:00 AM, Erik Hofman e...@ehofman.com wrote:
Hi,
When searching for some nice scenery spots for FlightGear to download I
discovered that everything on the site still refers to the 1.0.1 scenery
that was automatically generated in 2008.
Are new scenery
On Sat, Aug 4, 2012 at 2:59 AM, Erik Hofman wrote:
When searching for some nice scenery spots for FlightGear to download I
discovered that everything on the site still refers to the 1.0.1 scenery
that was automatically generated in 2008.
Hi Erik,
Where were you seeing the links and
Hi Erik
First of all the various custom scenery contributors have to start to
communicate with each other and making a list of custom scenery available. This
list should contain sources for custom scenery development, so GPL license
incompatible scenery (i.e. scenery created with cgiar or osm
On 08/04/2012 02:50 PM, Curtis Olson wrote:
Where were you seeing the links and references to the 1.0.1 scenery.
It's true we haven't regenerated terrain since probably back then, but
we do continually add new objects continually.
Oh wait, when searching for flightgear scenery the first
On Sat, 07 Jul 2012 01:41:26 +0200, HB-GRAL wrote in message
4ff777a6.5070...@sablonier.ch:
Am 05.07.12 18:04, schrieb Curtis Olson:
We !!!STRONGLY!!! encourage authors to use the GPL so that we can
incorporate their work into the overall project and distribute the
work
My last comment to this subject.
I've got permission to distribute some swiss sceneries as GPL but only after
asking back. Obviously I had to, as the author said first that it needs to
remain Freeware.-
Now that's only possible because he bent back a little. But many
won't or can't do and
...@yahoo.com
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] scenery licence for 2.8 and later
My last comment to this subject.
I've got permission to distribute some swiss sceneries as GPL but only after
asking back. Obviously I had to, as the author said first
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] scenery licence for 2.8 and later
My last comment to this subject.
I've got permission to distribute some swiss sceneries as GPL but only after
asking back. Obviously I had to, as the author said first that it needs to
remain
On Fri, 6 Jul 2012 00:26:48 -0700 (PDT), Michael wrote in message
1341559608.65675.yahoomailclas...@web140205.mail.bf1.yahoo.com:
My last comment to this subject.
I've got permission to distribute some swiss sceneries as GPL but
only after asking back. Obviously I had to, as the author said
Am 06.07.12 10:10, schrieb Gijs de Rooy:
Nothing stops you from releasing that scenery under whatever license you'd
like ( within the legal constraints ofourse), we just cannot include it in
the official scenery.
No. Official scenery can also incorporate resources with other licenses:
Ok, I see, just my misunderstanding of Gijs post when I read all other
posts now ... I guess one of the best explanation comes from Brandano here.
Sorry for the noise, I hate to participate in another license
discussion. (I hate myself for this, not you.) ;-)
-Yves
Am 06.07.12 21:34, schrieb
Am 05.07.12 18:04, schrieb Curtis Olson:
We !!!STRONGLY!!! encourage authors to use the GPL so that we can
incorporate their work into the overall project and distribute the work
http://git.fgx.ch/flightgear/commit/?h=nextid=b14ddd40110e271efcd1416e9bf15d48d99c3123
Cheers, Yves
And Keep It Stupid Simple (tm). One license is already too
many licenses.
Everything on GPL only means:
- less scenery and airplanes included ( wasn't there recently some photoscenery
rejected because of the GPL?)
- authors lose copyrights
- only to find their work rebranded and sold for
On Thu, Jul 5, 2012 at 10:36 AM, Stefan Seifert wrote:
On Thursday 05 July 2012 07:50:20 Michael wrote:
Everything on GPL only means:
- less scenery and airplanes included ( wasn't there recently some
photoscenery rejected because of the GPL?)
There are already 565 airplanes to choose
On Thu, Jul 5, 2012 at 1:42 PM, Martin Spott martin.sp...@mgras.net wrote:
Hi Curt,
Curtis Olson wrote:
We !!!STRONGLY!!! encourage authors to use the GPL [...]
except from SimGear, which is supposed to be LGPL, correct ?
Yes. :-)
Curt.
--
Curtis Olson:
http://www.atiak.com -
On Thu, Jul 5, 2012 at 1:50 PM, Curtis Olson wrote:
On Thu, Jul 5, 2012 at 1:42 PM, Martin Spott wrote:
Hi Curt,
Curtis Olson wrote:
We !!!STRONGLY!!! encourage authors to use the GPL [...]
except from SimGear, which is supposed to be LGPL, correct ?
Yes. :-)
Perhaps RMS
On 07/04/2012 11:26 AM, Michael wrote:
Hi
is it possible to have different licences than GPL for sceneries etc.?
Now that would help fight piracy, while keeping GPL for the source code.
No and no.
Erik
--
http://www.adalin.com - Hardware accelerated AeonWave, OpenAL for Linux
On 4 July 2012 19:45, Erik Hofman e...@ehofman.com wrote:
On 07/04/2012 11:26 AM, Michael wrote:
Hi
is it possible to have different licences than GPL for sceneries etc.?
Now that would help fight piracy, while keeping GPL for the source code.
No and no.
Correct form my understanding.
If
No, I mean authors could leave as is or use any licence they want.
-- But it doesn't need to be GPL. --
Sorry, GPL is ok for code but feels like a lead-foot for everything else.
--
Live Security Virtual Conference
On 07/04/2012 01:12 PM, Michael wrote:
No, I mean authors could leave as is or use any licence they want.
-- But it doesn't need to be GPL. --
Sorry, GPL is ok for code but feels like a lead-foot for everything else.The
The only option would be a less restrictive license (which you
Le 04/07/2012 14:27, Erik Hofman a écrit :
On 07/04/2012 01:12 PM, Michael wrote:
No, I mean authors could leave as is or use any licence they want.
-- But it doesn't need to be GPL. --
Sorry, GPL is ok for code but feels like a lead-foot for everything else.The
The only option would be
Hi,
I had a busy week, so sorry for the delay.
On Saturday, March 17, 2012 10:07:07 Anders Gidenstam wrote:
I have not had time to consider the proposal carefully, but I agree that
the ocean tiles are problematic in the old (old) scheme if you have
object directories with overlapping objects
On 24 Mar 2012, at 08:54, Mathias Fröhlich wrote:
This question is motivated by the scenegraph structure we currently generate.
I can imagine improovements to scenery paging with this kind of change. What
I
want to try is not put individual model files into own level of detail nodes
or
Hi,
On Saturday, March 24, 2012 09:29:41 James Turner wrote:
Tangental, but, yes please!
This and a few other similar options, like generating a low-detail terrain
node 'automatically' for distant tiles, were some ideas I considered last
year to allow further draw distances.
Yes, the spt
Hi Jon,
On Tuesday, March 20, 2012 17:27:52 Jon Stockill wrote:
Except a bunch of scenery developers pointing out it completely breaks
their method of working.
Merging the work into an existing tree isn't really an option - the
ability to completely erase a tree and rebuild by script
I fully agree with Jacob. I thought that is why we have seperate
Terrain/Object/Airport folders in the first place...
Eric
On 03/17/2012 11:15 PM, Jacob Burbach wrote:
On Sat, Mar 17, 2012 at 4:57 PM, Martin Spottmartin.sp...@mgras.net wrote:
Anders Gidenstam wrote:
While the
On Thu, 15 Mar 2012, Mathias Fröhlich wrote:
Good Evening,
Ok, no feedback to my comments here except Martin who tells me that the
current checked in version behaves as expected.
Hi,
I have not had time to consider the proposal carefully, but I agree that
the ocean tiles are problematic
Anders Gidenstam wrote:
While the (old) new behaviour is as Martin expects it is not what most
that has read Docs/README.scenery would expect (I'd think). However, I
would not consider Docs/README.scenery a normative source (i.e. not how
it should be but rather how it was) - but Martin's
On Sat, Mar 17, 2012 at 4:57 PM, Martin Spott martin.sp...@mgras.net wrote:
Anders Gidenstam wrote:
While the (old) new behaviour is as Martin expects it is not what most
that has read Docs/README.scenery would expect (I'd think). However, I
would not consider Docs/README.scenery a normative
Good Evening,
Ok, no feedback to my comments here except Martin who tells me that the
current checked in version behaves as expected.
I personally can understand that people want to have a local seperated
directory for their own personal additions. Let it be additions to the scenery
that are
Mathias Fröhlich wrote:
The problem is that these sea tiles (Objects/e000n60/e001n61/2975201.stg for
example) with models never contain a base tile line where we could know when
to stop seraching the FG_SCENERY directory sequence.
So for this kind of tiles we could probably place someting
Hi,
On Sunday, March 11, 2012 21:07:37 Martin Spott wrote:
Mathias Fröhlich wrote:
The problem is that these sea tiles (Objects/e000n60/e001n61/2975201.stg
for example) with models never contain a base tile line where we could
know when to stop seraching the FG_SCENERY directory sequence.
Hi Mathias,
I know a lot of users who use this kind of organisation about scenery folder,
and these users aren't scenery developpers. I think your change will breaks a
lot of users configuration with the next release (2.8.0)
I'm convinced that your change is a good improvement (if I understand
Anders Gidenstam wrote:
This change breaks my setup. I consider it a feature that FG used
to load objects from all scenery directories visited up until the first
one that contains terrain for the tile.
The current item in the scenery path may be defined either by having
the requested
On Thu, 8 Mar 2012 23:13:56 +0100, Clement de l'Hamaide wrote:
I've encountered a problem about this change but I fixed it. Some
explanation :
I use 5 sceneries folders and some of them add some data to the
precedent scenery folder.
I use this argument :
On Thu, 8 Mar 2012, Mathias Fröhlich wrote:
Hi,
Also for the breginning of the development cycle, I started working on
improoving fgviewer and cleanup scenery/model loading.
I have now checked in a change that should fix some long standing
problems with modelss that appear to have
Hi,
On Friday, March 09, 2012 21:37:32 Anders Gidenstam wrote:
This change breaks my setup. I consider it a feature that FG used
to load objects from all scenery directories visited up until the first
one that contains terrain for the tile. It made it possible to have
scenery object
Hi,
On Thursday, March 08, 2012 23:13:56 Clement de l'Hamaide wrote:
Without this little tweaks the tile can't be loaded. In conclusion, with
your change we need to associate Object AND Terrain folder. It's just a
feedback of my experience, don't take it as a critics ;)
That's fine.
Have
Hi Jon,
On Friday, March 09, 2012 10:43:55 Jon Stockill wrote:
Can you explain exactly how the loading now works, and if it's still
possible to use extra local objects trees in the way I describe?
Thanks for the response.
Well, I guess this hits the same problem that I try to solve now with
Hi,
Also for the breginning of the development cycle, I started working on
improoving fgviewer and cleanup scenery/model loading.
I have now checked in a change that should fix some long standing problems
with
modelss that appear to have z-fighting. This change should not harm and
On Thursday, February 23, 2012 01:05:07 Martin Spott wrote:
I do, I've been the first real user of the xplane driver in GDAL -
except from Even himself :-)
BTW, I didn't say I don't want any 850 centerlines as a base for
this. I just wanted to make clear that there's a trap hiding because
Adrian Musceac wrote:
On Wednesday, February 22, 2012 00:57:49 Martin Spott wrote:
I'll leave it to Durk to commit these files when you consider them
being ready for use. Anyhow I think we'll need some aid for tracking
the ground networks, at least in the long run, as there'll be a lot to
Martin Spott wrote:
Any volunteer(s) ? Proper representation of ground network nodes as
PostGIS (actually OGC) geometry data type preferred.
Apparently you don't want any 850 centerlines as a base for this, which
would be easy as gdal imports 850 data directly into Postgis, as you surely
Christian Schmitt wrote:
Martin Spott wrote:
Any volunteer(s) ? Proper representation of ground network nodes as
PostGIS (actually OGC) geometry data type preferred.
Apparently you don't want any 850 centerlines as a base for this, which
would be easy as gdal imports 850 data directly
Adrian Musceac wrote:
I have also tested that visual display of the taxi path is correct, and that
AI will taxi to active runway via taxiways.
There are about 5900 airports which support this operation, plus or minus
bugs
in my script.
I'll leave it to Durk to commit these files when you
On Wednesday, February 22, 2012 00:57:49 Martin Spott wrote:
I'll leave it to Durk to commit these files when you consider them
being ready for use. Anyhow I think we'll need some aid for tracking
the ground networks, at least in the long run, as there'll be a lot to
change when people add
Pedro Morgan wrote:
I just checked this out..
git://gitorious.org/fg/sceneryweb.git
So I am at a standstill as some parts are missing..
Some files of Scenemodels haven't been added so far, that's correct.
Notably header.php is missing and other stuff for db connection. and
obviously
Martin Spott wrote:
Returning some of data in JSON isn't that difficult, but beforehand
we'd have to specify _which_ data. I'd rather not export some hundred
megabytes of raw data as JSON but the next thing on my TODO list
for opening the MapServer and Scenemodels web sites to a wider
Martin Spott wrote:
For a start, check this one - it's not very nice, but still gives a
reasonable overview:
http://mapserver.flightgear.org/landcover-db.html
Ah, btw, Scenemodels lives in the fgs_* tables, the 'rest' is
various land cover and linear features stuff,
Martin.
--
Martin Spott wrote:
Later I'll try to separate the various tables and functions into
different groups.
Check here - contains outdated and experimental stuff and no legend
available:
http://mapserver.flightgear.org/struct/
Martin.
--
Unix _IS_ user friendly - it's just selective
Hi,
As a follow-up on yesterday's question, I now can generate in a relatively
reliable fashion groundnet files for a certain type of airport, with 9 medium-
large parking positions and an AI network which passes the Taxidraw tests (I
have randomly tested the files).
I have also tested that
Adrian Musceac wrote:
Currently there are a number of airports with missing goundnetwork files,
with
the obvious consequence that AI aircraft are placed on top of eachother at
startup, they do not use taxiways, and the ATC manager cannot assign a taxi
route to the player (also this taxi
On Thursday, February 09, 2012 13:40:49 Martin Spott wrote:
Adrian Musceac wrote:
I'm not too motivated to write such a script, simply because there's no
benefit in it for myself, but I'd be willing to run it on The
MapServer, if it helps. Anyhow, from my perspective the solution to
the
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