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


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