Curtis L. Olson schrieb:
Ok, my latest beta scenery from last night's build has been uploaded
to the main ftp server:

ftp://ftp.flightgear.org/pub/fgfs/Scenery-0.9.2/

This build has much better road/river smoothing.  The roads no longer
carve huge V's into the terrain.  I might want to add a bit more
smoothing for rivers in the next build, but they aren't too bad.  They
do run up and down the hills a bit, but in most situations it's not
noticable.  This motly happens when the river location is very
mismatched with SRTM and the river is climbing up and down the canyon
sides.

I'm surprsed how well FGFS looks now (I haven't run it for a while...).


Now I tried a flight at Hell's Canyon (see "Places to Fly"). It's a quite amazing scenery.

But now to the point that could be done better:
1) The river doesn't allways flow on the lowest point.
2) The trees are too spare.

To 1): could we perhaps add an algorithm that checks if there is a local minimum in the DEM next to the river and if there's one displace the river a bit until if flows there?

To 2) I don't know how our trees are made up. If they are simple billboards we should be able to increase their number. If they are "real" objects we should try to add billboard support (can't PLIB do that already?)
The only problem with billboard-trees is if you look straight down. But there we could define 2 radii 0 < r_1 < r_2
If the tree location is further away than r_1 from the viewer the vertical billboard will be painted. If the tree location is closer than r_2 the horizontal billboard is painted.


CU,
Christian






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