On Sunday, 28 November 2004 23:22, Curtis L. Olson wrote:
> We only support these kind of taxiways because that is the only kind of
> data we have available.  If someone wanted to push forward with better
> taxiways, let's talk ... it's probably not too hard to add support to
> the genapts util, and hopefully not too hard to add something to taxidraw.

Well the data is available to do better taxiways.
It's called "hand drawn" data.  :)
I tried to use TaxiDraw but it was too frustrating building taxiways with 
thousands of little rectangles just to smooth corners.
It works but it's a painful process.

I did start coding a new taxiway and airport designer but it's long way from 
even the alpha stage.
My taxiways consist of several line segments joined together by nodes.
Each node has properties such as the radius of the corner, how the center and 
edge lines meet the next node/intersection/runway, etc.
Also there will be a manual mode where you can draw taxiways and taxiway lines 
of arbitary shapes and sizes to allow for non-standard taxiways and aprons.
In short we're talking about dynamic length records and lots of them per 
airport.
I do not know if it's a good idea to store all the data that I can generate 
into the XPlane database and would they want all "our" stuff rammed in there 
anyway?
On the other hand if this data was available XPlane would probably be upgraded 
to use it and the taxiway/airport tools could be used for both communities.

> In the short term you can regenerate the airport
> model and copy it over the old one and that works, but if the apt
> outline changes at all there will be a border mismatch until the
> surrounding terrain is rebuilt.

Unless of course you do a little trick that I was thinking about.
1. Find all the adjacent tiles that use the airport texture and cut them out 
leaving a big hole
2. Stitch in the new airport mesh
3. Fix up the holes around the edges

I haven't looked into it yet but I think it could work.
Maybe this is something that could be built into fgsd since it already has the 
basic framework in place for editing existing mesh.

Paul

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