On October 16, 2005 03:43 am, Harald JOHNSEN wrote: > >I thought about the taxiway structure/format a while back. > >I came to the conclusion that a raw polygon editor is about the only way > >you're going to be able to create taxiways properly. > > > > You mean, ac3d or blender ? No need to use a special editor if you want > to draw polygons. > > >One can use rectangular or bent taxiway sections but when you get to all > > the weird and wonderful taxiway layouts it's impossible to do with a > > generic taxiway structure. This is very apparent where taxiways intersect > > other taxiways, runways or aprons. > > > >The only thing that made sense to me was a 2D CAD type app like TaxiDraw > > which can draw polygons of any shape and size. > > I don't want to do pixel or vertex editing, If I must do that then I use > ac3d and I can do everything without any > constraint. There is a tool for another sim that uses points, lines and > splines to define the taxiways.
I agree with the accessment that using raw polygons is about the only way to have proper taxiways. Really, a taxiway is anything but rectangular, and no matter how you mix and match a bunch of rectangles, it is simply impossible to achieve the level of complexity that you can see in real life. A CAD type application for drawing taxiways may not be a bad idea. However, I think that the process of taxiway generation should have nearly zero human involvement instead. Ampere _______________________________________________ Flightgear-devel mailing list [email protected] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
