On Saturday, 8 November 2003 21:27, Norman Vine wrote:
> This is exactly what Flightgear does for several reasons but ....
> Don't let this discourage you because I can't think of any thing
> in the code that would really have to change outside of the terrain
> parser and the low level tile class and these would have to be
> changed anyway to support any change in the terrain structure.

That's ok - it just makes the scenery building process a bit more complex and 
the scenery files a bit bigger but the big advantage is a less complex and 
faster rendering process.
Anyway 80GB disks are cheap nowdays ...
It also allows one big advantage over other sims and that is the ability to 
change the scale of the textures so terrain features like cliffs don't have 
to look stretched like they do in most other sims. Of course the scenery 
generator will need to be intelligent enough to handle such cases.

> I am looking forward to seeing another mechanism for a global
> seamless terrain rendering on a dimpled ellipsoid :-)

I don't plan on changing the way FG does the rendering - only the way the 
scenery is built and the textures that are used.
As long as I can specify the shape size and positions of polygons I'm good.
I still have to get around to seeing how the tiling works.


BTW : I've started documenting the scenery file layout.
What format is prefered and where can I place/send it once I'm done?

Paul


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