Re: [Flightgear-devel] modern X-Plane airport format; Was: Magnetic North

2011-01-19 Thread Tim Moore
Interesting discussion. By the way, I highly recommend http://xplanescenery.blogspot.com/ Ben Supnik is the main graphics guy for XPlane and a very good writer; obviously they encounter many of the same issues. Terrain rendering has quite a bit of headroom in terms of raw number of polygons. That

Re: [Flightgear-devel] modern X-Plane airport format; Was: Magnetic North

2011-01-18 Thread Curtis Olson
Here's my 2 cents: If we cut all the curves and lines and markings into the base triangle mesh: - Huge polygon count (large file sizes, memory footprint, etc.) - Lots of problems with aliasing along all the line edges - All the lines and markings will have very sharp edges. (Good if we want to

Re: [Flightgear-devel] modern X-Plane airport format; Was: Magnetic North

2011-01-18 Thread John Denker
Do we know how X-Plane itself deals with the runway polygons? The very existence of such things in the apt.dat file suggests that some sort of solution is possible. Perhaps some experimenting with a X-Plane and a hacked-up copy of apt.dat would tell the tale.

Re: [Flightgear-devel] modern X-Plane airport format; Was: Magnetic North

2011-01-18 Thread Curtis Olson
I believe they draw the lines as separate polygons using glPolygonOffset(), but that's a bit of a guess. I believe x-plane has always kept their runway surfaces 100% flat ... they might even use a draw order trick then. It would really suck to have to regress to flat runways in FlightGear ...

Re: [Flightgear-devel] modern X-Plane airport format; Was: Magnetic North

2011-01-18 Thread Peter Sadrozinski
I'm up for experimentation. I think the customized texture approach holds the most promise. I had already looked into some of the tools that mapnik uses to generate on the fly graphics for its tiles. I can try a quick and dirty run to get some numbers for texture size vs texture clarity, and

Re: [Flightgear-devel] modern X-Plane airport format; Was: Magnetic North

2011-01-18 Thread Curtis Olson
Also, textured areas that are viewed edge on are often overly blurry due to how opengl does mipmapping. If the onscreen polygon is 4 pixels high and 1000 pixels wide, then by default opengl will choose the 4x4 mipmap level for that texture ... this cause lots of problems when viewing textures

Re: [Flightgear-devel] modern X-Plane airport format; Was: Magnetic North

2011-01-18 Thread Michael Sgier
Sadrozinski psadrozin...@bellsouth.net wrote: From: Peter Sadrozinski psadrozin...@bellsouth.net Subject: Re: [Flightgear-devel] modern X-Plane airport format; Was: Magnetic North To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Date: Tuesday, January 18, 2011, 7:55 PM

[Flightgear-devel] modern X-Plane airport format; Was: Magnetic North

2011-01-17 Thread Martin Spott
Frederic Bouvier wrote: As John said, the missing bit is scenery generation. I think it's a split task. As with almost every technical problem, there is _some_ way to a solution ;-) I'm certain we'd find a reasonable way of nicely casting the new X-Plane layouts into Terrain tiles