Hi,

Let me introduce myself, before I start with what I'm interested at.

I had a first look at flightgear about 1.5 years ago, but decided to go 
with FS2K and got deeply involved in scenery creation (also done some panel 
work). The last year I spent mostly trying to crack FS2K2 bgls, and I 
probably know them better than anyone else who is not part of the M$ FS 
team. I have to say that I've had it know with the obvious complete 
stubbornness on Microsofts part to not provide any form of help to 
customize their simulator. All the time I have spent trying to do my own 
things, probably would have been spent better spent helping out here, and 
trying to incorporate the FS2K2 features into FG. I decided that I'd from 
now on rather help here, then continue to hit my head against the brick 
wall in Redmond.

My main goal is to convert the commercial 1:25000 topographical data for 
New Zealand, I'm sitting on into a flight simulator and to get some decent 
scenery + good framerates. I actually haven't downloaded the latest FG yet, 
but I will do so as soon as I have time (I'll be away for a week now), and 
then try to set everything up. I'll be probably working in both Linux and 
Windows as I only have Windows at home (I didn't use Linux at home anymore 
so got rid of it, not enough diskspace :) ).

I'm a postdoc at Melbourne University working in the field of environmental 
visualisation. I have so far been programming in ArcGIS (C++, and some VB, 
because I had to teach VB). I've been programming C++ for probably 5 years 
now or so. My next task will be to look into our own renderer which is 
based on OpenGL Performer. So, I would think that I can do quite similar 
tasks, I work for my 'real research work' and reuse some stuff for FG. 
However, the performer libraries are commercial, so I suspect that there is 
some more low level OpenGL demand here. I'm actually quite looking forward 
to play around with opengl, and maybe we can bring the scenery engine up to 
a standard that surpasses FS2K2, eg using bump-mapping on buildings / 
cockpits. I'm planning to use flight simulation stuff for my research in 
the long run, so I'm quite serious about all this. I'm quite interested 
into 'real world terrain training', and recognition of landmarks, etc. 
Finally, a good point to start would maybe be a bgl importer for FG, I have 
seen a webpage on that already, with my bgl knowledge it shouldn't be hard 
to get some decent advances in that field.

What I would like to have a go at development wise (apart from converting 
my NZ data to FG scenery), is to improve the terrain in FG. If I'm informed 
right, FG uses TIN models (a big plus compared to FS2K2), so that's a good 
start. How is the LOD of the elevation mesh handled? I think FS2K2 uses a 
tree structure, but I found the ASD solution of Performer much more 
performance friendly (and looks better too). Some technical discussion on 
this issue would probably good. Next, how is the texturing handled? I 
assume using a tree structure and with different levels of LODs, ie 
mipmaps? What's really missing I think is a sort of blending between 
different texture classes. The squares I have seen in the screenshots look 
quite nasty, I think FS2K2 uses some bitmap strips as a mask to make this 
more realistic looking. I can have a closer look into that. Also, are 
seasons implemented? The bitmaps could also look better, but I know someone 
who made a complete replacement set of the FS2K2 textures as freeware, they 
look really good and I think I can maybe organise something there :). And 
finally, the new 'autogen' feature of FS2K2 is one of the features I really 
like. Having autogenerated 3D objects depending on land use textures is 
just great (looks good and gives you more of a feel of 'beeing there'). I 
can also have a look into how this works in detail.

So, this was quite a long email. I know there's lots of stuff to do, but 
I'm looking quite forward to this new challenge. It should be more fun then 
these endless hours of trying to beat sense into some random hex code. Is 
there maybe a state of the art document for the terrain part, or will I 
have to just have a look at the source code and make some sense out of it?

Looking forward to get involved here.

Cheers, Christian


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