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problem with the GDAL loading and units #1

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goatchurchprime opened this issue Jun 29, 2021 · 0 comments
Open

problem with the GDAL loading and units #1

goatchurchprime opened this issue Jun 29, 2021 · 0 comments

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@goatchurchprime
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(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.

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