Thread: [Plib-devel] TerraPage
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From: Brad C. <bco...@ac...> - 2000-05-15 17:08:38
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Hey folks, Is anyone looking into "porting" TerreX's Terrapage terrain paging code over to PLIB? I was thinking that it would blow some peoples minds to see large area terrain paging on a free scene-graph. Their source is free (within bounds) and all it needs is the layer between the paging/memory management to the SSG. http://www.terrex.com/terrapage.htm Brad Colbert GreyStone Technology, Inc. bco...@ac... (858) 874-7000 |
From: Norman V. <nh...@ca...> - 2000-05-15 17:35:24
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Brad Colbert writes: > >Is anyone looking into "porting" TerreX's Terrapage terrain paging code >over to PLIB? > >Their source is free (within bounds) and all it needs is the >layer between the paging/memory management to the SSG. > >http://www.terrex.com/terrapage.htm Hi Brad Any more info on this. The above link seems dead and I could not find any other info about 'code' on their site. BTW Have you checked out FlightGear http://www.flightgear.org It has a fairly simplistic paging mechanism but you can fly around the Earth using its SSG loading mechanism :^) Norman Vine |
From: Brad C. <bco...@ac...> - 2000-05-15 18:29:11
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Hi Norman, The link seems to work for me. It does end in .htm vs. .html. That does tend to cause a transcription error. I've poked around in FlightGear early on but have not kept tabs on it's current state. (I was poking around with the celestial code trying to see how hard it was to port to other systems) There are some interesting demos that come with the source. Let me know if you still have problems. -Brad >From: "Norman Vine" <nh...@ca...> > Brad Colbert writes: > > > >Is anyone looking into "porting" TerreX's Terrapage terrain paging code > >over to PLIB? > > > >Their source is free (within bounds) and all it needs is the > >layer between the paging/memory management to the SSG. > > > >http://www.terrex.com/terrapage.htm > > Hi Brad > > Any more info on this. The above link seems dead > and I could not find any other info about 'code' on their site. > > BTW > Have you checked out FlightGear > http://www.flightgear.org > It has a fairly simplistic paging mechanism > but you can fly around the Earth using its > SSG loading mechanism :^) > > Norman Vine > > > > _______________________________________________ > plib-devel mailing list > pli...@li... > http://lists.sourceforge.net/mailman/listinfo/plib-devel > |
From: Curtis L. O. <cu...@me...> - 2000-05-15 18:38:26
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Brad Colbert writes: > The link seems to work for me. It does end in .htm vs. .html. That > does tend to cause a transcription error. Maybe they are suffering from the dreaded "plib-dot effect". :-) > I've poked around in FlightGear early on but have not kept tabs on > it's current state. (I was poking around with the celestial code trying > to see how hard it was to port to other systems) > > There are some interesting demos that come with the > source. Let me know if you still have problems. Brad, The flightgear sun/moon/star/planet code has been all ssg-ified and separated out. The goal was to create something that could be easily dropped into other ssg-based projects. (I still have one issue with the moon rendering as I just recently posted, but hopefully Steve or someone else can provide some insight on that front.) This independence of the celestial code is somewhat theoretical and has never really been put to the test so if you have any questions, or give it a try and run into any issues please don't hesitate to contact me. Regards, Curt. -- Curtis Olson Human Factors Research Lab Flight Gear Project Twin Cities cu...@hf... cu...@fl... Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org |
From: Durk T. <d.t...@ch...> - 2000-05-15 20:29:18
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"Curtis L. Olson" wrote: > Brad Colbert writes: > > The link seems to work for me. It does end in .htm vs. .html. That > > does tend to cause a transcription error. > > Maybe they are suffering from the dreaded "plib-dot effect". :-) > > > I've poked around in FlightGear early on but have not kept tabs on > > it's current state. (I was poking around with the celestial code trying > > to see how hard it was to port to other systems) > > > > There are some interesting demos that come with the > > source. Let me know if you still have problems. > > Brad, > > The flightgear sun/moon/star/planet code has been all ssg-ified and > separated out. The goal was to create something that could be easily > dropped into other ssg-based projects. (I still have one issue with > the moon rendering as I just recently posted, but hopefully Steve or > someone else can provide some insight on that front.) This > independence of the celestial code is somewhat theoretical and has > never really been put to the test so if you have any questions, or > give it a try and run into any issues please don't hesitate to contact > me. > The internal code, calculating the celestial mechanics is currently still pretty much intermixed in FlightGear. I am currently working on a new approach, which should eventually result in a small library consisting of time and celestial functions, usable as a stand alone lib. Regards, Durk |
From: Steve B. <sjb...@ai...> - 2000-05-16 01:10:02
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Durk Talsma wrote: > > "Curtis L. Olson" wrote: > > > Brad Colbert writes: > > > The link seems to work for me. It does end in .htm vs. .html. That > > > does tend to cause a transcription error. > > > > Maybe they are suffering from the dreaded "plib-dot effect". :-) > > > > > I've poked around in FlightGear early on but have not kept tabs on > > > it's current state. (I was poking around with the celestial code trying > > > to see how hard it was to port to other systems) > > > > > > There are some interesting demos that come with the > > > source. Let me know if you still have problems. > > > > Brad, > > > > The flightgear sun/moon/star/planet code has been all ssg-ified and > > separated out. The goal was to create something that could be easily > > dropped into other ssg-based projects. (I still have one issue with > > the moon rendering as I just recently posted, but hopefully Steve or > > someone else can provide some insight on that front.) This > > independence of the celestial code is somewhat theoretical and has > > never really been put to the test so if you have any questions, or > > give it a try and run into any issues please don't hesitate to contact > > me. > > > > The internal code, calculating the celestial mechanics is currently still > pretty much intermixed in FlightGear. I am currently working on a new > approach, which should eventually result in a small library consisting of > time and celestial functions, usable as a stand alone lib. This would truly be a great thing to have. So many OpenSource 3D projects (mine included) simply clear the screen to 0,255,255, and having a simple (couple of line) API to put up nice skies would be a WONDERFUL addition. Perhaps at first, we don't need the fancy time and celestial functions. A simple four way MORNING/NOON/SUNSET/NIGHT option hardwired at (say) 45 degrees latitude would be plenty for 90% of applications. You could add in the fancy celestial stuff later. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Durk T. <d.t...@ch...> - 2000-05-16 22:33:03
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Steve Baker wrote: > > > > The internal code, calculating the celestial mechanics is currently still > > pretty much intermixed in FlightGear. I am currently working on a new > > approach, which should eventually result in a small library consisting of > > time and celestial functions, usable as a stand alone lib. > > This would truly be a great thing to have. So many OpenSource 3D > projects (mine included) simply clear the screen to 0,255,255, and > having a simple (couple of line) API to put up nice skies would be > a WONDERFUL addition. > Thanks. I'd like to stress, however, that since I'm devoting an extremely limited amount of time on programming and open source projects this year, it might actually take another few months before there's something useful. (Even though the design isn't that complicated). > > Perhaps at first, we don't need the fancy time and celestial functions. > A simple four way MORNING/NOON/SUNSET/NIGHT option hardwired at (say) > 45 degrees latitude would be plenty for 90% of applications. You could > add in the fancy celestial stuff later. Hmm, yes, but I'm sure that with FlightGear, we wouldn't really like to go back to a more basic setup, so with the usability for FlightGear in mind, I'd like to capture the entire funtionality we currrently have. It might be a good idea to add a few wrapper classes that allow an easy setup of a sky and star dome. Functionality more complex than what is currently found in FlightGear, such as needed for spaceflight simulations, is currently beyond my own design goals. At the moment, I'd lacking both time and knowledge to do this. For the latter, I'm convinced that a separate set of functions would be the best way to go. Regards, Durk |
From: Steve B. <sjb...@ai...> - 2000-05-16 00:59:07
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Brad Colbert wrote: > > Hey folks, > > Is anyone looking into "porting" TerreX's Terrapage terrain paging code > over to PLIB? Not that I'm aware of. Curt has been looking at this issue from the reverse direction which is to extract the existing (working) large area pager from within FlightGear and to turn that into a separate stand-alone library. That project is called 'TerraGear' (no relation to TerraPage) - and is (IIRC) currently on SourceForge. > I was thinking that it would blow some peoples minds to see large area > terrain paging on a free scene-graph. Really? It's been done several times before...those people must have easily blown minds. :-) > Their source is free (within bounds) and all it needs is the layer between > the paging/memory management to the SSG. I'll read up all about it. Thanks for the info. > http://www.terrex.com/terrapage.htm -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |