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
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
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.
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 ...
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
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
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
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
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