Hey there gang. I've been doing some local mods of Flightgear for a university 
research group, and am now about to take a fairly hefty step in the project, so 
I was hoping to get some advice and find some direction. 

I'm using Flightgear as a means of showing what a UAV is doing, is it is a much 
more natural display mode than simply seeing some telemetry numbers, and a 
map-view flight plan. Thus far, I've painted over the flightgear graphics with 
a video stream taken from the plane, and a HUD which displays needed 
information. It also highlights potential collision threats. All this has been 
simple enough, as it's all simply painting over the screen with 2D graphics. 

The next step is more involved. I'd like to add things to the simulated world, 
things that aren't actually there, such as the waypoints that the plane is 
flying towards, flightpaths that should be taken for a landing, or any other 
usefull things that come up. For these items to be useful, they'd have to be 
classified as something different than the terrain scenery, so when the video 
is painted on the screen, these artificial objects could then be rendered over 
the video. 

So really, I'm just looking for any hint as to where I should even start with 
this design. Something like a landing path should be tied permanantly into a 
given runway, but something like waypoints should be able to be handed in 
dynamically on the fly through some sort of bridge program. Most of my 
familiarity with the internal working of flightgear is specifically in the 
renderer code. What else should I be boning up on? Presumably somethings in the 
way it handles navigation, as I could simply tie all extra objects to 
perticular positions, and have OpenGL draw them as/when needed. Thanks for any 
help to this far too open ended question! 
-cullam



      
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