Frederic Bouvier wrote:
As I already wrote, it looks like many bezier nodes are ignored and
displayed as straight nodes.
This was quite clear - I just didn't understand why ;-)
Nevertheless, steadily we're getting there:
Jon Stockill wrote:
Curtis Olson wrote:
I wonder what tricks and approaches the gaming community uses for
drawing clear and realistic roads? The problem with cutting the lines
into the surface as polygons is that (1) you explode the polygon count
and (2) you have hard aliased edges
- Martin Spott a écrit :
http://frbouvi.free.fr/flightsim/KSFO-850.png
Ah, thanks for comparing.
My reference airfields look correct, therefore I was under the
impression that the v8.50 KSFO layout is flawed. It doesn't look like
a numerical precision issue but obviously there's a
Hi,
I committed the support to read new X-Plane 850 file format in
flightgear. That doesn't mean that airports will look different in
current scenery because TerraGear tools have not been updated yet, but
this is the first step to support the format.
Here are two screenshots comparing the ground
You might want to look into
/OpenSceneGraph/include/osgSim/OverlayNode
Cheers
Norman
On Jun 14, 2009, at 10:19 AM, Curtis Olson wrote:
Hi Fred,
Glad to see someone is starting to nibble at the 8.50 format and
figure it out. If you are developing code that takes the bezier
outlines
Hi Fred,
Glad to see someone is starting to nibble at the 8.50 format and figure it
out. If you are developing code that takes the bezier outlines and can turn
that into a polygon representation, then it shouldn't be terribly difficult
to add that into genapts.
For lines and markings, I think
Curtis Olson wrote:
Glad to see someone is starting to nibble at the 8.50 format and figure it
out. If you are developing code that takes the bezier outlines and can turn
that into a polygon representation, then it shouldn't be terribly difficult
to add that into genapts.
I'd like to remind
Martin Spott a écrit :
If you load shapefiles into QGIS, it would, for example, look like this
shot:
http://foxtrot.mgras.net/bitmap/FGFS/KSFO-861.png
Not that, as shown here, not all v8.50 airfields match the quality
measures we would expect - just take the northern part of taxiways L
Curtis Olson wrote:
I wonder what tricks and approaches the gaming community uses for
drawing clear and realistic roads? The problem with cutting the lines
into the surface as polygons is that (1) you explode the polygon count
and (2) you have hard aliased edges which can become
Frederic Bouvier wrote:
Martin Spott a écrit :
http://foxtrot.mgras.net/bitmap/FGFS/KSFO-861.png
Not that, as shown here, not all v8.50 airfields match the quality
measures we would expect - just take the northern part of taxiways L
(east of 19L) as an example. This doesn't mean that we
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