Paul Surgeon writes: > > Sorry for the terrible signal to noise ratio I've been causing lately but ... > > Does anyone know off the top of their heads how the numbering system works for > the scenery files? > i.e. 3281026.stg = ?
reread section 2.1 http://www.flightgear.org/Docs/Scenery/SceneryGeneration/SceneryGeneration.html Then look at the code in simgear / bucket This scheme may not be optimal but a square degree block even though it is conceptually simple is far from optimal. Remember we are trying to tile a sphere and squares don't work, esp. if you want anything approximating an equal area subdivision. FWIW IMO the current scheme is a terrible hack but ... it works < if you disregard the poles > and is a *major* improvement over our earlier 'square' tiling. This is one area that several of us have always intended to go back and rethink but ... it has seemed to be work well enough and there are always more pressing things todo :-) If you are serious about putting some 'effort' into this I suggest at least taking a percursory glance at some of the ideas presented @ http://www.ncgia.ucsb.edu/globalgrids/ FYI btg == binary terra gear ? the main terrain geometry for a bucket stg == I forget the abbreviation but these are the index files that list the files assosciated with this bucket. ie airports and other sub areas may have their own terrain files < .btg >, other 'permanent' objects associated with this bucket are also listed here for easy access at load time HTH Norman _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
