1073 lines
44 KiB
Text
1073 lines
44 KiB
Text
From sbaker@link.com Mon Jan 12 09:03:37 1998
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["11420" "Mon" "12" "January" "1998" "11:03:54" "-0600" "Steve Baker" "sbaker@link.com" "<Pine.SGI.3.96.980112101657.22119D-100000@lechter.bgm.link.com>" "318" "[FGFS] Da-da-da (fwd)" "^From:" nil nil "1" nil nil nil nil nil]
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From: Steve Baker <sbaker@link.com>
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To: curt@me.umn.edu
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Subject: [FGFS] Da-da-da (fwd)
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Date: Mon, 12 Jan 1998 11:03:54 -0600 (CST)
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> I went with the wife to see "Titanic" tonight. It was all sold out,
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It was a 'girl' movie - my Wife loved it - my kid and I zzzzz'd out.
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> and the only other movie that hadn't started yet was "007" which Ruth
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> didn't want see. :-(
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Now *that* was a 'boy' movie. Easily the best Bond movie so far (although
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the chase scene with the Tank in Goldeneye is still up there).
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> So I just generated a section of scenery in "ultra-high" detail and am
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> getting about 0.2 frames a second.
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Pretty neat ... but what it needs is:
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####### ####### # # ####### # # ###### #######
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# # # # # # # # # #
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# # # # # # # # # #
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# ##### # # # # ###### #####
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# # # # # # # # # #
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# # # # # # # # # #
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# ####### # # # ##### # # #######
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(which is v.easy to add - and comes for free on a 3Dfx - although it'll
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*KILL* your frame rate on software-only Mesa).
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Could you do a screen dump of a wire-frame rendering of that so people can
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see the tesselation? Just set xglPolygonMode(GL_FRONT_AND_BACK,GL_LINE).
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> Anyone know anything about view frustum culling?
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Yep.
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Two issues:
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1) Scene hierarchy generation (offline).
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2) Runtime culling.
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Hierarchy:
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==========
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There are lots of ways to do this. I usually build an heirerchical description
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of each terrain tile. I typically build a tree structure that's organized
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as follows:
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| The World.
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___________________|___
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| | | | | | |
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* * * * * * * Terrain tiles currently loaded
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| | | | | | |
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_____|_____
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| | | |
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* * * * Quarter-tiles
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| | | |
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_____|_____
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* * * * Sixteenth-tiles
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| | | |
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...and so on down until the number of polygons in each 'object' gets 'small enough'.
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When you do this, don't try to split polygons when they cross a quarter or a
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sixteenth tile boundary - just dump each polygon into the nearest 'bucket' to
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it's centroid.
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Do your tri-stripping on the leaf nodes of this tree - so that each tristrip
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is contained entirely within one bucket.
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Eventually, you will need to include buildings, roads, rivers, etc. Since these
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need to be culled by level of detail, it is often useful to put them into a separate
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tree structure that parallels the terrain 'skin' structure.
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Finally, compute a bounding sphere around each leaf node, find the best fit
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sphere by finding the maximum and minimim x, y and z of the tristrips in that
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leaf node, taking the mid-point and then finding the vertex that is furthest
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from that center point and using it as the radius.
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Compute the bounding sphere for each level in the tree (everywhere where there is
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a '*' in my diagram).
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Runtime:
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========
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At runtime, you walk that tree every frame, testing the bounding sphere against
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the view frustum.
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* If the sphere lies entirely outside the view frustum then stop traversal
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for that node. There is no need to test any of the nodes beneath this one
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(we know that none of their leaf tristrips are visible).
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* If the sphere lies entirely inside the view frustum then traverse immediately
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to all of the leaves below this node without doing any more sphere testing
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on them - draw all of the tristrips that are there. (We know they are all visible)
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* If the sphere straddles the view frustum then check each daughter node in
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turn by applying this algorithm on them recursively. If a leaf node straddles
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the view frustrum then it's bad luck, you just draw all the tristrips it
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contains and let OpenGL do the work.
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You might also want to put a 'transition range' onto each node and if it
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lies beyond that range cull it. You can also use this to conveniently
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switch levels of detail by having multiple versions of each object in
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the tree.
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Testing a sphere against the View Frustum:
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==========================================
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In most cases, we can describe the volume of space that you can see
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through the little glass window on the front of your CRT using a
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Frustum (frequently mis-spelled as Frustrum or Fustrum even in some
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text books).
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A frustum is a truncated pyramid - which typically bounded by six
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planes called:
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NEAR, FAR, LEFT, RIGHT, TOP, BOTTOM
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There are applications that require additional clipping planes (eg for
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non-rectangular screens) - extending the work described in this
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to cater for that is not hard).
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In principal, all six planes can be constructed as general plane
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equations:
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A x + B y + C z + D == 0
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However, for most applications, NEAR and FAR are parallel to the
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screen, LEFT, RIGHT,TOP and BOTTOM all meet at the eye and the eye lies
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along a vector that extends out from the center of the screen and is
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perpendicular to it. This simplifies the equations considerably for
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practical applications.
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Transforms.
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~~~~~~~~~~~
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It is easiest to perform culling in a coordinate system where the
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eyepoint is at the origin and the line from the eye through the center
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of the screen lies along one major axis with the edges of the screen
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parallel to the remaining two axes. This coordinate system is called
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'Eye Space'.
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Testing a Sphere against a Frustum.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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The most important thing to bear in mind about culling is that the
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first trivial-reject test you apply is by far the most time-critical.
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This test is always applied to more nodes than any of the subsequent
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tests.
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So, do the cheapest test first.
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This is typically the NEAR plane test. Everything behind the viewers
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head gets chopped out - and it's an especially cheap test.
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if ( obj_sphere.center.z < near_plane - obj_sphere.radius )
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REJECT!!
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...next do the second cheapest test (assuming you know that your
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database could possibly extend beyond the far clip plane)...
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if ( obj_sphere.center.z - obj_sphere.radius > far_plane )
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REJECT!!
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...and *then* (for each of the other 4 planes) do...
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if ( distance( obj.position, plane ) <= obj_sphere.radius )
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REJECT!!
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(The algorithm for computing that 'distance()' function is described
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below).
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It's also useful to know that in many applications, you cull more
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objects from the left and right faces of the frustum than you do from
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the top and bottom - so test left, then right, then bottom then top.
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Also, with bounding sphere tests, you shouldn't forget to do
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total-accept as well as total-reject tests. Once you know that an
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object's sphere is TOTALLY on screen, you don't have to descend into
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the daughter objects to cull-test them...you *know* they are all
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on-screen.
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Another way to look at that it to remember which of the six possible
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plane tests didn't even touch the sphere - as you work your way down
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the object hierarchy, you can accumulate those flags and avoid even
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testing those planes that a parent sphere has already cleanly passed.
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If you do this then a vast percentage of your spheres will only need to
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be tested against one plane. However, for the normal case of a simple
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frustum - when you examine the fully optimised
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distance-of-point-from-plane code (below), you may well conclude that
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this additional logic doesn't justify the paltry amount of additional
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math that it might save.
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Computing the Distance from Sphere Center to Clipping Plane.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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A plane can be represented by the equation
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Ax + By + Cz + D = 0 ;
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A,B,C is just the surface normal of the plane and D is the shortest
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distance from the origin to the plane.
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So, if you need to find the distance of a point from the plane, just
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imagine a new plane that goes through your test point and is parallel
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to the plane you want to test. The plane equation of that new plane
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would be:
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A'x + B'y + C'z + D' = 0 ;
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Since the two planes are parallel, their surface normals are the same,
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so
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A' == A B' == B C' == C D' == D + distance_between_the_two_planes
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...the only thing that's different is their D values - which differ by
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the distance of your test point from the original plane.
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So, for a point (x,y,z), the distance 'd' from the plane (A,B,C,D) is
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derived as:
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d = D' - D
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= -A'x - B'y - C'z - D
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= -Ax - By - Cz - D
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= -( [ABC]dot[xyz] + D )
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A dot-product of the point and the surface normal of the plane, plus
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the distance from the plane to the origin. Three multiplies, three
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additions and a negation.
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As an aside - if you consider the point (x,y,z) as a FOUR element
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homogeneous vector (x,y,z,w) then 'w' is 1.0 and you can compute the
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distance by simply taking the four element dot-product of (A,B,C,D)
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with (x,y,z,w). If you have fast 4x4 matrix math hardware in your
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machine then you can use it to compute the distance from a point to all
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four planes in a single operation!
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That's the general result for an arbitary plane - but culling to the
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view frustum is a very special case. If you are working in eye-relative
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coordinates (IMHO this is best), then since all TOP,BOTTOM,LEFT,RIGHT
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planes of the frustum meet at the eye - and since the eye is at the
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origin (by definition), then D is always zero for those planes and that
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saves you a subtract.
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If you are feeling even more in need of optimisation - then you can
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save one multiply per plane by realising that (for rectangular screens)
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one of the three components of the plane equation will always be zero.
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So, for the LEFT clip plane, the Y component of the normal of the plane
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is zero, so the distance to the left or right plane is just
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d = -( Ax + Cz )
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...and to the top or bottom plane it's just:
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d = -( By + Cz )
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Furthermore, we know that the A component for the LEFT plane is just
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the negation of the A component of the RIGHT plane, and the C component
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is the same for both LEFT and RIGHT (and similarly, the B component of
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the TOP plane, is the negation of the B component for the BOTTOM plane
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and the C component is the same for both TOP and BOTTOM). This means
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that you only need four multiplies and four additions to do the entire
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job. (Since you are only using this for culling, you don't need the
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minus sign - just reverse the conditional).
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The NEAR and FAR planes are typically parallel to the X/Y plane. That
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means that A and B are both zero and C is one (or minus-one) - but D is
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not zero, so the math boils down to an add and a negate:
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d = -(z + D)
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Conclusions.
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~~~~~~~~~~~~
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Sphere-based culling can be extremely cost-effective. It's so cheap
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that even if you feel the need to use a bounding cubeoid (or even a yet
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more complex shape), it's still worth doing a sphere-based cull first
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just to get rid of the trivial accept and reject cases.
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Steve Baker 817-619-8776 (Vox/Vox-Mail)
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Hughes Training Inc. 817-619-4028 (Fax)
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2200 Arlington Downs Road SBaker@link.com (eMail)
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Arlington, Texas. TX 76005-6171 SJBaker1@airmail.net (Personal eMail)
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http://www.hti.com http://web2.airmail.net/sjbaker1 (personal)
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** Beware of Geeks bearing GIF's. **
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From owner-flight-gear@me.umn.edu Thu Jan 15 21:09:17 1998
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["1752" "Thu" "15" "January" "1998" "22:08:56" "-0500" "Bob Kuehne" "rpk@sgi.com" nil "41" "Re: [FGFS] Status Update w/ Scenery" "^From:" nil nil "1" nil nil nil nil nil]
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nil)
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Received: (from majordom@localhost)
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Precedence: bulk
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Reply-To: flight-gear@me.umn.edu
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From: Bob Kuehne <rpk@sgi.com>
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Sender: owner-flight-gear@me.umn.edu
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To: flight-gear@me.umn.edu
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Subject: Re: [FGFS] Status Update w/ Scenery
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Date: Thu, 15 Jan 1998 22:08:56 -0500 (EST)
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On Thu, 15 Jan 1998, Curtis L. Olson wrote:
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> Eric Mitchell (from the MSFS world) sent me some really nice textures,
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> so I may just have to sit down and figure out how to texture a polygon
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> in OpenGL. It looks like the hardest part will be deciding what image
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> format to use and figuring out how to read that into memory so OpenGL
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> can use it as a texture.
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1) load the texture (and mipmaps) via glTexImage2D. Ideally we'll want to
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use a bound texture (in 1.1, and in 1.0 as an extension) for efficency.
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2) enable texturing with glEnable( GL_TEXTURE_2D )
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3) Throw a 'glTexCoord2[*]' (your favorite variant of that call) next to
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each vertex you draw.
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> I have an example of how to do this with the JPEG format using
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> jpeglib. IRIX RGB format seems like it might be the most
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> straightforward, but not the most space efficient. I don't believe
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on disk - note that in memory the only type of image data that most OpenGL
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implementations can deal with is uncompressed.
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> it's pretty easy to convert amongst these formats, but not necessarily
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> as easy to read them into your program.
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> One of these day's I'm going to have to break down and buy an OpenGL
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> book ... I bet they tell you exactly how to do this stuff. :-)
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You, sir, are a candidate for the Red Book. :)
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Bob
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Bob Kuehne | There was coffee. | Applications
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rpk@sgi.com | Life would go on. | Consulting
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248/848-4465 | William Gibson, The Winter Market | Silicon Graphics
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-------------------------------------
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Please visit the Flight Gear web page:
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http://www.menet.umn.edu/~curt/fgfs/
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For help on using this list (especially unsubscribing), send a message to
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["1477" "Fri" "16" "January" "1998" "03:42:36" "-0600" "Steve Baker" "sbaker@link.com" nil "38" "Re: [FGFS] Status Update w/ Scenery" "^From:" nil nil "1" nil nil nil nil nil]
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id BAA10510 for <flight-gear@me.umn.edu>; Fri, 16 Jan 1998 01:41:21 -0600 (CST)
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Reply-To: flight-gear@me.umn.edu
|
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From: Steve Baker <sbaker@link.com>
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Sender: owner-flight-gear@me.umn.edu
|
|
To: flight-gear@me.umn.edu
|
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Subject: Re: [FGFS] Status Update w/ Scenery
|
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Date: Fri, 16 Jan 1998 03:42:36 -0600 (CST)
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On Thu, 15 Jan 1998, Bob Kuehne wrote:
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> 1) load the texture (and mipmaps) via glTexImage2D. Ideally we'll want to
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> use a bound texture (in 1.1, and in 1.0 as an extension) for efficency.
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Whether to load or compute the MIPmaps is an interesting question.
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The nice thing about loading the MIPmaps from disk is that you can
|
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use off-line tools to compute fancy MIPmaps in some special cases -
|
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notably for translucent textures.
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|
|
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Talk to me off-line for an in-depth discussion sometime.
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> > One of these day's I'm going to have to break down and buy an OpenGL
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> > book ... I bet they tell you exactly how to do this stuff. :-)
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>
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> You, sir, are a candidate for the Red Book. :)
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No question. Purchase (in this order):
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Red (make sure your bookstore doesn't stick you with V1.0!!)
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Green
|
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Blue (but only if you dislike reading man pages off the screen)
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|
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Steve Baker 817-619-8776 (Vox/Vox-Mail)
|
|
Hughes Training Inc. 817-619-4028 (Fax)
|
|
2200 Arlington Downs Road SBaker@link.com (eMail)
|
|
Arlington, Texas. TX 76005-6171 SJBaker1@airmail.net (Personal eMail)
|
|
http://www.hti.com http://web2.airmail.net/sjbaker1 (personal)
|
|
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** Beware of Geeks bearing GIF's. **
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-------------------------------------
|
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Please visit the Flight Gear web page:
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http://www.menet.umn.edu/~curt/fgfs/
|
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For help on using this list (especially unsubscribing), send a message to
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From sbaker@link.com Fri Jan 16 01:28:35 1998
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From: Steve Baker <sbaker@link.com>
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To: "Curtis L. Olson" <curt@me.umn.edu>
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Subject: Re: [FGFS] Status Update w/ Scenery
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Date: Fri, 16 Jan 1998 03:29:18 -0600 (CST)
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On Thu, 15 Jan 1998, Curtis L. Olson wrote:
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> 5. This allows me to generate very nice images with the one exception
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> which you can clearly see if you view the picture. The shared vertices
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> aren't currently using shared normals, so the shading doesn't
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> transition smoothly across tile boundaries.
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We cheat and point all the vertices along the edges of squares
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straight upwards.
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The reason for this is simple - it allows us to build each square
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independantly of the others - which is an important issue when
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databases are build by a number of different people at different
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times.
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The result is remarkably reasonable - you still can't really tell
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where the terrain tile edges are.
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> Eric Mitchell (from the MSFS world) sent me some really nice textures,
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> so I may just have to sit down and figure out how to texture a polygon
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> in OpenGL. It looks like the hardest part will be deciding what image
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> format to use and figuring out how to read that into memory so OpenGL
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> can use it as a texture.
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Consider using PNG as your image format - it's the future - it's very
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compact, the loader is freeware, it's not a "lossy" format.
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> I have an example of how to do this with the JPEG format using
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> jpeglib.
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JPEG is **NOT** a good choice - the data compression is "LOSSY" -
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when you compress an image and decompress it, what you end up with
|
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is different from what you started with. The compression scheme is
|
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designed to not be noticable to the human eye - but that doesn't
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hold up when the image is viewed in perspective. JPEG sucks.
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> IRIX RGB format seems like it might be the most
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> straightforward, but not the most space efficient.
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True - but for lossless compression (where compress+decompress == no-op)
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it's not far from optimal.
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> I don't believe GIF is a 24bit color format (only 8bit)
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That's true - there are also legal issues over it's copyright/patent.
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> BMP has "Bill" written all over it (enough said.) :-)
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Exactly.
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> But, it's pretty easy to convert amongst these formats,
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> but not necessarily as easy to read them into your program.
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PNG is easy bacuse there are is a standard (and really good)
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library available. It's also supported by both major web
|
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browsers. It's the official replacement for GIF on the web.
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> One of these day's I'm going to have to break down and buy an OpenGL
|
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> book ... I bet they tell you exactly how to do this stuff. :-)
|
|
|
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Yep - the example in the Red book is about all you need.
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I'm sure you could get what you need from one of the Mesa
|
|
example programs though (in fact, aren't all the RedBook
|
|
examples distributed with Mesa? - I forget).
|
|
|
|
Steve Baker 817-619-8776 (Vox/Vox-Mail)
|
|
Hughes Training Inc. 817-619-4028 (Fax)
|
|
2200 Arlington Downs Road SBaker@link.com (eMail)
|
|
Arlington, Texas. TX 76005-6171 SJBaker1@airmail.net (Personal eMail)
|
|
http://www.hti.com http://web2.airmail.net/sjbaker1 (personal)
|
|
|
|
** Beware of Geeks bearing GIF's. **
|
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From owner-flight-gear@me.umn.edu Thu Feb 19 12:34:42 1998
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["3263" "Thu" "19" "February" "1998" "12:35:18" "-0600" "Steve Baker" "sbaker@link.com" "<Pine.SGI.3.96.980219121749.23466B-100000@lechter.bgm.link.com>" "85" "Re: [FGFS] New HUD Screen Shots" "^From:" nil nil "2" nil nil (number " " mark " R Steve Baker Feb 19 85/3263 " thread-indent "\"Re: [FGFS] New HUD Screen Shots\"\n") nil nil]
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From: Steve Baker <sbaker@link.com>
|
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Sender: owner-flight-gear@me.umn.edu
|
|
To: flight-gear@me.umn.edu
|
|
Subject: Re: [FGFS] New HUD Screen Shots
|
|
Date: Thu, 19 Feb 1998 12:35:18 -0600 (CST)
|
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|
|
On Thu, 19 Feb 1998, Curtis L. Olson wrote:
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> Here's where I'm at with textures.
|
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>
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> 1. I gleaned some "RGB" format texture loading code out of a GLUT
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> demo.
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|
So you have the texture into OpenGL using glGenTextures/glBindTexture
|
|
and you have a number for each texture? Does the routine generate
|
|
the MIPmaps for you?
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|
|
> 2. I have some reasonable terrain textures for starters that Eric
|
|
> Mitchell from the MSFS world contributed.
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|
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|
Good start! (Could you post them to the Web site? I might be able
|
|
to suggest a suitable scale factor for them)
|
|
|
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> So for anyone who's familiar with texturing, it would likely be a
|
|
> simple matter to call the texture load routine and do all the
|
|
> OpenGL-ese to setup the textures.
|
|
|
|
As a starter (just to get something going), you could simply divide the
|
|
latitude and longitude of each terrain vertex by some suitable constant
|
|
and use that as the texture coordinate. Alternatively, you could let
|
|
OpenGL do the work using glTexGenf.
|
|
|
|
Something like (off the top of my head):
|
|
|
|
glEnable ( GL_TEXTURE_2D ) ;
|
|
glBindTexture ( GL_TEXTURE_2D, texture_number ) ;
|
|
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_REPEAT ) ;
|
|
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_REPEAT ) ;
|
|
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER, GL_LINEAR ) ;
|
|
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR ) ;
|
|
glTexEnvi ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
|
|
glHint ( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
|
|
|
|
{
|
|
Draw bunches of terrain
|
|
For each vertex, add a glTexCoord2f with your scaled lat/long
|
|
values
|
|
}
|
|
|
|
glDisable ( GL_TEXTURE_2D ) ;
|
|
|
|
> So, I guess I've been trying to make what I have be a bit more solid
|
|
> before I charge forward again.
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|
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|
I guess that's a good thing.
|
|
|
|
Adding texturing is *SO* easy though that you might want to just
|
|
slip it in when you have an odd hour and feel like getting a 'WOW!'
|
|
response!
|
|
|
|
:-)
|
|
|
|
> > Have you checked the link ordering?
|
|
> >
|
|
> > I see a couple of posts a day from people who have either failed to
|
|
> > link with M$ OGL *as well as* SGI's OpenGL (SGI's OpenGL relies
|
|
> > on some functions from M$ OpenGL) - or who have linked them in the
|
|
> > wrong order or something.
|
|
>
|
|
> Interesting, I'm not linking in opengl32 or glu32 ... The compiler
|
|
> never complains about unresolved symbols, and at runtime, I get no
|
|
> complaint about missing dll's.
|
|
|
|
Hmmm - that's odd - I'm pretty sure you need them because SGI's
|
|
OpenGL falls back to M$ opengl if it thinks that M$'s OpenGL has
|
|
hardware accelleration. That suggests that it *must* link to it
|
|
somehow.
|
|
|
|
Steve Baker 817-619-8776 (Vox/Vox-Mail)
|
|
Raytheon Systems Inc. 817-619-4028 (Fax)
|
|
2200 Arlington Downs Road SBaker@link.com (eMail)
|
|
Arlington, Texas. TX 76005-6171 SJBaker1@airmail.net (Personal eMail)
|
|
http://www.hti.com http://web2.airmail.net/sjbaker1 (personal)
|
|
|
|
** Beware of Geeks bearing GIF's. **
|
|
|
|
|
|
-------------------------------------
|
|
Please visit the FGFS web page: http://www.menet.umn.edu/~curt/fgfs/
|
|
For help on using this list (especially unsubscribing), send a message to
|
|
"flight-gear-request@me.umn.edu" with a single line of text: "help".
|
|
|
|
From sbaker@link.com Mon Apr 27 23:45:25 1998
|
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["2532" "Mon" "27" "April" "1998" "23:43:38" "-0500" "Steve Baker" "sbaker@link.com" "<Pine.SGI.3.96.980427233205.16486C-100000@lechter.bgm.link.com>" "58" "Re: texture coordinates" "^From:" nil nil "4" nil nil nil nil nil]
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|
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|
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In-Reply-To: <199804272123.QAA19688@kenai.me.umn.edu>
|
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|
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From: Steve Baker <sbaker@link.com>
|
|
To: "Curtis L. Olson" <curt@me.umn.edu>
|
|
Subject: Re: texture coordinates
|
|
Date: Mon, 27 Apr 1998 23:43:38 -0500 (CDT)
|
|
|
|
On Mon, 27 Apr 1998, Curtis L. Olson wrote:
|
|
|
|
> I just thought I'd fire off a quick texture coordinate question while
|
|
> things were fresh on my mind. I was doing the quick hack of texture
|
|
> coordinate = (lon, lat) * CONSTANT. I'm using a value of 128.0 for
|
|
> the constant, lat/lon are in degrees. This is giving me a lot of
|
|
> "swimming" of the textures, where each frame the texture gets aligned
|
|
> differently. I'm thinking that 128 * 180 = 23040 which isn't that big
|
|
> of a number.
|
|
>
|
|
> So then before "clicking the proverbial send button" I decided to
|
|
> fmod() the result with something smaller like 10.0 and now everything
|
|
> seems to work pretty well.
|
|
>
|
|
> Does this all sound reasonable?
|
|
|
|
Yes - regrettably, it does.
|
|
|
|
Most OpenGL implementations (or any 3D API for that matter) have
|
|
serious problems with texture precision when the numbers get
|
|
large.
|
|
|
|
As you must have realised, you really don't need all those large
|
|
integer parts - all that really matters is the delta.
|
|
|
|
I think the best thing to do is to use a different constant
|
|
for lat and long (v.important near the poles), and to compute
|
|
that "constant" for each terrain tile such as to get an integer
|
|
number of map repeats across the tile - keeping the actual size
|
|
of each texel reasonably close to what it was designed to be.
|
|
That ensures that adjacent tiles will match up most of the time
|
|
- and it will minimise the number of texture seams you get. The
|
|
coordinates within each tile should be as small as possible -
|
|
take the south-west corner of each tile as (0,0) in texture space.
|
|
|
|
I don't know of any really solid ways to avoid *any* texture
|
|
seams. It is after all a topological impossibility to tile
|
|
a sphere with equal sized squares without getting seams -
|
|
and the alternative is to distort the textures very badly
|
|
towards the poles - and that sucks even more than the
|
|
seams IMHO.
|
|
|
|
I had a plan once to tile the planet with a particular
|
|
grid spacing for each major continent - with the texture
|
|
seams appearing exactly at the Suez canal, Panama canal,
|
|
Straits of Gibralta...etc. I now believe that to be hard
|
|
to implement, and it still causes far too much distortion
|
|
in the larger continents.
|
|
|
|
Even if I could have made *that* work - there would still
|
|
be the problem of texturing the oceans.
|
|
|
|
In the end - I think seams are inevitable. (sniffle, sob)
|
|
|
|
Steve Baker (817)619-8776 (Vox/Vox-Mail)
|
|
Raytheon Systems Inc. (817)619-4028 (Fax)
|
|
Work: SBaker@link.com http://www.hti.com
|
|
Home: SJBaker1@airmail.net http://web2.airmail.net/sjbaker1
|
|
|
|
From sbaker@link.com Mon May 4 07:42:43 1998
|
|
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["3088" "Mon" "4" "May" "1998" "07:40:58" "-0500" "Steve Baker" "sbaker@link.com" "<Pine.SGI.3.96.980504071851.3721B-100000@sutcliffe.bgm.link.com>" "75" "Re: texture coordinates" "^From:" nil nil "5" nil nil nil nil nil]
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|
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|
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|
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|
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MIME-Version: 1.0
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|
|
From: Steve Baker <sbaker@link.com>
|
|
To: "Curtis L. Olson" <curt@me.umn.edu>
|
|
Subject: Re: texture coordinates
|
|
Date: Mon, 4 May 1998 07:40:58 -0500 (CDT)
|
|
|
|
On Fri, 1 May 1998, Curtis L. Olson wrote:
|
|
|
|
> (At this point I'm working in cartesian coordinates with all the
|
|
> terrain points.)
|
|
>
|
|
> I know a central point for a tile (average of min/max for x, y, z).
|
|
> If I normalize (x, y, z) this gives me a nice normal. So, I have a
|
|
> nice point and a normal which is enough to define a plane that roughly
|
|
> approximates the tile data points.
|
|
>
|
|
> Now, I could take each individual terrain point and project it onto
|
|
> this plane. This conceptually could be my texture coordinate. But, I
|
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> would first have to rotate and translate the whole pile of projected
|
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> points so that they are at or near (0,0,0) at which point I could drop
|
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> the z dimension and (x,y) would be my real texture coordinate.
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>
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> I'm pretty confident that I could do the math, but do you think it
|
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> would be worth the hassle? It would all happen in the preprocessing
|
|
> stage so I guess speed wouldn't be an issue.
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The problem is that you would end up with a seam in the texture at the
|
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edge of every terrain tile. Since your tiles are not exact squares,
|
|
and (from what you seems to be saying), your texture *is* a square,
|
|
there are bound to be differences in texture coordinates at the
|
|
edges of adjacent tiles. Imagine taking a lot of square post-it notes
|
|
(the textures) and sticking them onto a globe. Towards the poles,
|
|
they would overlap more and more - and that is what would happen
|
|
to your textures.
|
|
|
|
Using the original lat/long as the texture coordinate eliminates
|
|
the ugly seams.
|
|
|
|
S = lon / k1 ;
|
|
T = lat / k2 ;
|
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|
|
(k1 & k2 are constants).
|
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|
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This squishes the texture around so it wraps neatly onto the spherical
|
|
surface.
|
|
|
|
However, there are two problems with this:
|
|
|
|
* The texture coordinates get very big and that causes texture
|
|
swimming, jitter, etc.
|
|
|
|
* The texture will now get long and thin near the poles.
|
|
|
|
The way I get around these two problems is firstly to say:
|
|
|
|
S = ( lon - tile_origin_lon ) / k1
|
|
T = ( lat - tile_origin_lat ) / k2
|
|
|
|
Now the texture coordinates are small - but the texture
|
|
seams come back unless k1 and k2 are exact submultiples of
|
|
a terrain tile size (expressed in degrees latitude/longitude).
|
|
|
|
So, I set k1/k2 to the exact submultiple of a terrain tile
|
|
size that comes closest to the ideal scale that I want for
|
|
my textures (expressed in meters per map repeat). Since the
|
|
size of a degree of longitude changes over the surface of
|
|
the earth, k1 is no longer a constant. Whenever k2 changes,
|
|
you get a texture seam that runs east-west across the terrain.
|
|
This is unavoidable - but a lot better than having seams at
|
|
the edges of every terrain tile.
|
|
|
|
Hence, k1 will equal k2 at the equator and gradually go to
|
|
zero at the poles. It's easiest to take the longitudinal
|
|
size of the terrain tile half way up the tile (rather than
|
|
at the top or bottom edge) to avoid a divide by zero error
|
|
at either the north or south pole.
|
|
|
|
Steve Baker (817)619-8776 (Vox/Vox-Mail)
|
|
Raytheon Systems Inc. (817)619-4028 (Fax)
|
|
Work: SBaker@link.com http://www.hti.com
|
|
Home: SJBaker1@airmail.net http://web2.airmail.net/sjbaker1
|
|
|
|
From owner-fgfs-devel@flightgear.org Tue Sep 22 16:24:52 1998
|
|
X-VM-v5-Data: ([nil nil nil nil nil nil nil nil nil]
|
|
["1870" "Tue" "22" "September" "1998" "16:23:23" "-0500" "Steve Baker" "sbaker@link.com" nil "43" "Re: [FGFS-Devel] vegetation / land use" "^From:" nil nil "9" nil nil nil nil nil]
|
|
nil)
|
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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Reply-To: fgfs-devel@flightgear.org
|
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From: Steve Baker <sbaker@link.com>
|
|
Sender: owner-fgfs-devel@flightgear.org
|
|
To: fgfs-devel@flightgear.org
|
|
Subject: Re: [FGFS-Devel] vegetation / land use
|
|
Date: Tue, 22 Sep 1998 16:23:23 -0500 (CDT)
|
|
|
|
On Tue, 22 Sep 1998, Eric Mitchell wrote:
|
|
|
|
> Sounds good. Can you tell me the (rough) dimensions of a single texture
|
|
> square when it's rendered in FG? I'll need to know that to make the farm
|
|
> fields look right.
|
|
|
|
I think we should be prepared to vary the size of the texels on the ground
|
|
to fit the style of the map. (The technical term for "the size of the
|
|
texels on the ground" is the "lambda" of the texture - measured in
|
|
meters-per-texel).
|
|
|
|
Also, it's going to be hard to pick a single lambda that looks good at
|
|
all altitudes. There isn't a good solution for that - with big SGI machines,
|
|
you can use a feature called "detail texture" - but there don't seem to
|
|
be any efforts to implement that on PC boxes yet.
|
|
|
|
Maybe we'll make use of the upcoming multitexture hardware (if 3Dfx
|
|
and nVidia solve their lawsuits...) to apply two or more textures
|
|
at differing lambdas.
|
|
|
|
I think the preson who paints the map should have some idea of what
|
|
altitudes it's going to look good at - and hence should be able to
|
|
specify the lambda to the terrain generator software on a per-map
|
|
basis.
|
|
|
|
Clearly, for field patterns, we need a fairly small lambda to make it
|
|
possible to see nice sharp field edges with the odd road or boundary
|
|
hedge/treeline running between them. This makes the texture fairly
|
|
repetitious, but for field patterns that may not be too bad.
|
|
|
|
For fuzzier 'natural' textures, you can use a larger lambda's resulting
|
|
in less obvious repetition.
|
|
|
|
Steve Baker (817)619-2657 (Vox/Vox-Mail)
|
|
Raytheon Systems Inc. (817)619-4028 (Fax)
|
|
Work: SBaker@link.com http://www.hti.com
|
|
Home: SJBaker1@airmail.net http://web2.airmail.net/sjbaker1
|
|
|
|
|
|
Please visit the FGFS web page: http://www.flightgear.org
|
|
For help on using this list (especially unsubscribing), send a message to
|
|
"fgfs-devel-request@flightgear.org" with a single line of text: "help".
|
|
|
|
From owner-fgfs-devel@flightgear.org Tue Sep 22 16:28:28 1998
|
|
X-VM-v5-Data: ([nil nil nil nil nil nil nil nil nil]
|
|
["1472" "Tue" "22" "September" "1998" "16:26:37" "-0500" "Steve Baker" "sbaker@link.com" nil "34" "Re: [FGFS-Devel] vegetation / land use" "^From:" nil nil "9" nil nil nil nil nil]
|
|
nil)
|
|
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|
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
|
Sender: owner-fgfs-devel@flightgear.org
|
|
To: fgfs-devel@flightgear.org
|
|
Subject: Re: [FGFS-Devel] vegetation / land use
|
|
Date: Tue, 22 Sep 1998 16:26:37 -0500 (CDT)
|
|
|
|
On Tue, 22 Sep 1998, Curtis L. Olson wrote:
|
|
|
|
> Eric Mitchell writes:
|
|
> > Sounds good. Can you tell me the (rough) dimensions of a single texture
|
|
> > square when it's rendered in FG? I'll need to know that to make the farm
|
|
> > fields look right.
|
|
>
|
|
> This is a tough one I haven't really ironed out yet. We can easily
|
|
> change this in the code to suit our needs. 3dfx imposes a 256x256
|
|
> limitation on texture dimensions. What amount of ground could we
|
|
> reasonably cover with a texture of this resolution. Obviously this is
|
|
> trade off city here ... :-(
|
|
|
|
Probably ought to paint the maps at better than 256x256 resolution - 3Dfx
|
|
won't be the norm forever - and there is a definite trend to having much
|
|
bigger maps - and more of them.
|
|
|
|
All portable OpenGL code should use the "PROXY" texture trick to figure
|
|
out if the texture is going to fit and automagically reduce the size
|
|
(by dropping out the higher level MIPmaps) on less capable hardware.
|
|
|
|
This will make the textures look fuzzier on 3Dfx hardware than on others,
|
|
especially at low altitudes.
|
|
|
|
|
|
Steve Baker (817)619-2657 (Vox/Vox-Mail)
|
|
Raytheon Systems Inc. (817)619-4028 (Fax)
|
|
Work: SBaker@link.com http://www.hti.com
|
|
Home: SJBaker1@airmail.net http://web2.airmail.net/sjbaker1
|
|
|
|
|
|
Please visit the FGFS web page: http://www.flightgear.org
|
|
For help on using this list (especially unsubscribing), send a message to
|
|
"fgfs-devel-request@flightgear.org" with a single line of text: "help".
|
|
|
|
From mschaefe@MIT.EDU Wed Sep 23 12:33:42 1998
|
|
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|
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["1083" "Wed" "23" "September" "1998" "13:30:37" "-0400" "mschaefe@MIT.EDU" "mschaefe@MIT.EDU" nil "34" "Re: [FGFS-Devel] vegitation / land use" "^From:" nil nil "9" nil nil nil nil nil]
|
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nil)
|
|
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|
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|
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From: mschaefe@MIT.EDU
|
|
To: "Curtis L. Olson" <curt@me.umn.edu>
|
|
Subject: Re: [FGFS-Devel] vegitation / land use
|
|
Date: Wed, 23 Sep 1998 13:30:37 -0400
|
|
|
|
Curt,
|
|
|
|
I believe all of that data is contained on the 1:2mil CD, which I know to
|
|
be in lat/long format. It's FTP'able, or you can buy the CD for $20, with
|
|
data from all the states (I'm not sure if AK and HI are included on 2mil).
|
|
|
|
It doesn't, as far as I know, have building/smokestack/... data on the
|
|
2mil CD. It think that's much too detailed.
|
|
|
|
Mark
|
|
P.S. Check out
|
|
ftp://mapping.usgs.gov/pub/ti/DLG/2mdlgguide/1994_Revision/2mdug95.txt
|
|
for more info on what is contained on the CD. The site has more
|
|
information on how to decode the data as well.
|
|
|
|
>Mark,
|
|
>
|
|
>Is there lake, road, river, city outline data available on line that
|
|
>uses lat/lon coordinates? The data sets I've seen have all been
|
|
>with the funky projected coordinate system relative to some reference
|
|
>point.
|
|
>
|
|
>What other things can you get out of this? Is there smoke stack,
|
|
>powerline, tall building data available in these too?
|
|
>
|
|
>Thanks,
|
|
>
|
|
>Curt.
|
|
>--
|
|
>Curtis Olson University of MN, ME Dept.
|
|
>curt@me.umn.edu
|
|
>http://www.menet.umn.edu/~curt Try Linux!
|
|
>
|
|
|