"Norman Vine" <[EMAIL PROTECTED]> wrote:
> Martin Spott writes:

>> Oh, we _do_ have the ability to produce higer res data by hand. The
>> missing bit is a mechanism to modify the automatic scenery build so
>> that we can specify an order of different data sources to query.
>> This way we could have a set of manually edited data for several
>> places, we could have not that reliable but still pretty high
>> resolution data and we culd have standard VMap0 data (the same applies
>> to the source of terrain elevation).
>> It would be nice if we could automatically merge hand higher resolution
>> data into the automatic build,

> You hit the proverbial nail square on the head :-)

Oh, thanks. Please note (the standard dsclaimer) that I'm only
expressing my thougts. I don't intend to push anyone to do that -
although it would make me personally happy if it happened  :-))

> This can be turned into a Polygon Algebra abstraction, and as I am
> sure Curt and David would attest to, generic polygon geometry is *tough*.

Does it really have to be _that_ difficult ? Every piece of manually
refined land cover or terrain elevation could be tagged with a
surrounding polygon. This way the refined data could simply be dropped
as a replacement into the corresponding area. Right ?

There's not _that_ much maths related,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
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