You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
(It doesn't take much to get beyond my make-compiling-work capabilities).
See errors below when I loaded into Godot3.2.3-stable (assuming this was the correct one from the date).
End of vehicle configuration loading.
-------------------------------------------------------------------------------
ERROR 4: /data/dted/dted0/all_dt0_files.vrt: No such file or directory
Error loading /data/dted/dted0/all_dt0_files.vrt
25,-130
handle_crash: Program crashed with signal 11
ERROR: notification: NativeScriptInstance detected crash on method: create_image
At: modules/gdnative/nativescript/nativescript.cpp:749.
Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7f3556c1f210] (??:0)
[2] GDALDataset::GetRasterBand(int) (??:0)
[3] godot::GDALImage::create_image(float, float, float, float, int, int) (??:0)
[4] godot_variant godot::__wrapped_method<godot::GDALImage, godot::Ref<godot::Image>, float, float, float, float, int, int>(void*, void*, void*, int, godot_variant**) (??:0)
[5] /home/julian/executables/Godot_v3.2.3-stable_x11.64() [0x2631dd7] (<artificial>:?)
...
I tried commenting out createOneTile and it ran. Then tried to put in some normal Godot geometry, which didn't seem to be visible.
I had a look at the positions in remote view and it seems that JSBSimSpatial begins its life with y=45000, so I think everything is in feet (Godot generally works in metric). I could see something with some geometry at least 10000 wide, and I had to set the Camera
Something would be visible if I made it at least 10000 units wide and I had to set the camera far (clipping plane) to 50000.
With regard to the Terrain, I believe the long term answer will be a Cesium plugin. (The alternative solutions seem to involve distributing 50Gb of unwanted terrain with the simplest demo.) godotengine/godot-proposals#1749
An open source one has been provided for Unreal Engine, so I suspect this is a matter of time and creating a demand for it.
The text was updated successfully, but these errors were encountered:
(It doesn't take much to get beyond my make-compiling-work capabilities).
See errors below when I loaded into Godot3.2.3-stable (assuming this was the correct one from the date).
I tried commenting out
createOneTile
and it ran. Then tried to put in some normal Godot geometry, which didn't seem to be visible.I had a look at the positions in remote view and it seems that JSBSimSpatial begins its life with y=45000, so I think everything is in feet (Godot generally works in metric). I could see something with some geometry at least 10000 wide, and I had to set the Camera
Something would be visible if I made it at least 10000 units wide and I had to set the camera far (clipping plane) to 50000.
With regard to the Terrain, I believe the long term answer will be a Cesium plugin. (The alternative solutions seem to involve distributing 50Gb of unwanted terrain with the simplest demo.)
godotengine/godot-proposals#1749
An open source one has been provided for Unreal Engine, so I suspect this is a matter of time and creating a demand for it.
The text was updated successfully, but these errors were encountered: