Re: [Flightgear-devel] X-Plane 850 file format support committed

2009-06-16 Thread Martin Spott
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:

Re: [Flightgear-devel] X-Plane 850 file format support committed

2009-06-15 Thread Tim Moore
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

Re: [Flightgear-devel] X-Plane 850 file format support committed

2009-06-15 Thread Frederic Bouvier
- 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

[Flightgear-devel] X-Plane 850 file format support committed

2009-06-14 Thread Frederic Bouvier
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

Re: [Flightgear-devel] X-Plane 850 file format support committed

2009-06-14 Thread Norman Vine
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

Re: [Flightgear-devel] X-Plane 850 file format support committed

2009-06-14 Thread Curtis Olson
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

Re: [Flightgear-devel] X-Plane 850 file format support committed

2009-06-14 Thread Martin Spott
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

Re: [Flightgear-devel] X-Plane 850 file format support committed

2009-06-14 Thread Frederic Bouvier
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

Re: [Flightgear-devel] X-Plane 850 file format support committed

2009-06-14 Thread Jon Stockill
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

Re: [Flightgear-devel] X-Plane 850 file format support committed

2009-06-14 Thread Martin Spott
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