Pale blue marble from really far out (the skydome shader bends light in a funny way - probably finally the numerics becomes unstable, nothing in Flightgear was really designed for this) This is Iran (I think.), recognizing where you are in unfamiliar orientation is a bit tricky. now we just need a real spacecraft to make it high enough (the Vostok makes only 150 km altitude, here I am probably more than 1000 km high) Doubled the texture resolution and added a cloud layer - this is now equivalent to Celestia level 3 textures, It's nice up here. voila - fully functional (I probably spent more time arguing with vitos than implementing this - which is revealing in itself). Please, please do so! I really just want to get this on the way and then go back to doing weather, because I can't really spend much time on it.Īnd. But for you guys it should be really easy to segment Earth into a finer pattern and apply more detailed Celestia or other textures, to make texture change runtime like a livery and all these things. I didn't manage to patch this together as well as can probably be done because I am basically just fooling around with ac3d. (Hopefully I can persuade people to include these patches to GIT.).ĭear 3d modellers - please take a look at Earth in Models/Astro/ - it's really just a textured collection of sphere sections. => Flightgear is now fully orbit-ready - I've flown a short mission yesterday to 600 km altitude, and this works like a charm and is quite beautiful. Setprop("fdm/jsbsim/systems/crashes/crashed", 1) comment out the following block:Ĭode: Select all if (altitude>maximum_altitude_ft) There are twoĬamera->setClearColor(toOsg(clearColor)) Ĭamera->setClearColor(osg::Vec4(0.0, 0.0, 0.0, 0.0)) ĥ) To make Vostok-1 go beyond 150 km altitude, remove the altitude crash condition in Aircraft/Vostok-1/Nasal/Crashes.nas, i.e. +ISA_layer(8, 1.0e9, 3.28e9, 0.00001, 3.0e-9, 2.73, -270.4, 0.0, 0.0),Ĭonst int ISA_def_size(sizeof(ISA_def) / sizeof(ISA_layer)) Ĥ) To get black background where no skydome is drawn instead of weird fog grey, apply this patch by LauriĬode: Select all If you want to try to change the clear color to black, you must editįlightgear/src/Main/renderer.cxx around line 700. When used in-sim, this brings up a very simple gui with 'Start' 'Stop' and 'Cancel' - 'Start' loads an Earthsphere (this might take a few moments, lots of textures), 'Stop' unloads it and 'Cancel' closes the dialog.ģ) To get rid of high altitude rendering artefacts and make altitudes above 150 km accessible for JSBSim FDMs apply this patch by Ron Jensen:Ĭode: Select all diff -git a/src/Environment/atmosphere.cxx b/src/Environment/atmosphere.cxx Where you like it (I added this under 'View' just below 'Stereoscopic View Options') Earth textures are by 'Jestr' from Celestia and licensed Creative Commons license CC BY-NC-ND, cloud textures are likewise Celestia, done by John van Vliet and are licensed Creative Commons CC-BY-SA.ġ) Unpack the package in FGROOT - this doesn't overwrite any defaultsĢ) Add the 'earthview' menu item to the menu: Edit gui/menubar.xml to insert Now it needs some math to get it automatically rotated correctly, then a bit higher terrain resolution would do nicely, and then a cloudsphere rendered on top with the same technology would be nice (textures are taken from Celestia - it's not clear to me if the set can be GPL or not.)Įdit: Here is a link to the download of the version 0.1. The only stumbling block are skydome rendering artefacts at high altitudes. Who ever said this is difficult? It took me four hours to bring it to this stage - it's a simple textured sphere which (to avoid all sorts of clipping) is about 50 km large but is repositioned using simply ray optics to give it the correct size appearance, has a shader which never fogs and always uses full light intensity and is otherwise administered by a simple Nasal loop.įramerates are well above 100 (just a single object in view.) and it matches well with the skydome shader.
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