Ok, here are some replies, I've been away for 2 days...

To add to my MSFS work which Cameron mentioned, I have to say that I had a 
webpage at spaceports which was far more impressive :) The page doesn't 
exist anymore though, but you can check my NZ 'elevation mesh' and 'land 
use' scenery out here: www.geographx.com

About my NZ scenery plans and M$ BGL plans. Yes, my NZ scenery could not be 
integrated to the FG project as such. But that's a general problem since 
really good geographical data (apart from the US) is commercial and we just 
have to live with it. However, I'll still do it (because I'm working 
together with geographx in this respect, who kindly offer me the data for 
use with flight sims) and as long as it's distributed separately from FG, 
there shouldn't be any problems. Plus, it should crank the realism level up 
quite a few notches. To use a potential BGL loader you'd have to own FS2K2 
of course. But then, there's nothing really forbidding you using those bgls 
in another flight sim, is there? I only see this as an 'in between' 
solution, until we'll have much better native FG scenery :)

I had a look at the terragen page, I guess I'll have to get my hands dirty 
now :)

 From reading your replies, I think the best way to start is with working 
on a terrain LOD method. I just read a PhD which nicely summarised the 
available methods we have. If I'm informed right, FG uses TIN models? I 
think this is the right way to go. One thing we may want to follow up is 
developped by NVIDIA called 'slicing'. I'll have more research into that: 
(http://developer.nvidia.com: S Dietrich: Elevation maps). We could either 
use static, discrete LODS (fs2K2 uses this), but I'm in favour of the 
continuous LOD, which is computed while rendering, for example Performer 
uses it and called it ASD. I'll have more research into this.

I really should have a look at plib I guess. Glad to hear it's similar to 
Performer!

I also approximately know how to get rid of those land use texture squares, 
but I think I should really get started with elevation mesh LOD 
programming. This really is imperative to have.

Ok, I hope I can download and compile the sources of the weekend and then 
I'll have a look into the sources...

Cheers, Christian


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