Curtis L. Olson writes: > > Paul Surgeon writes: > > I'm sure this subject has been brought up plenty of times but I think it would > > be great to compile a list of all the features that we need the FG terrain > > rendering system to support. > > > > I'll add in a few things:
me too > - Ability to cut in polygon models of airports. Any cut in polygons respect tile boundaries i.e a polygon can only be in one tile > - Ability to page terrain / textures so continuous flights around the > world are still possible. :-) > - Ability to populate the world with arbitrary additional 3d objects. > Note that our current ability to populate the world with random > objects would not work with the new scheme. We'd need to completely > overhaul that functionality to work in a photo texture drapped, LOD > terrain world. I think we could make the current scheme work as the only thing changing will be the local 'Z' and height calculations would be *much* simpler > - Care should be taken with object vertical placement so the terrain > LOD doesn't move the 3d objects up and down noticable. And also so > it doesn't noticably bury objects or float objects when the terrain > LOD changes. > > - I assume all the current 2d polygon data would go away since this > would be better represented by the photo texture overlay anyway. We still need polygons to shape the terrain for roads, rivers etc. during scenery creation and then there are the airports. Norman _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel