Curtis L. Olson wrote:

There are a lot of ways we could go with this.

If you could give me a set of polygon outlines for taxiways, I don't think that would be too hard to integrate with the current airport generator code. Taxiways are just simple polygons, and the underlying code can handle arbitrary polygons. There is an issue to think about with texturing (scaling and orientation) but we can probably do these free-form taxiways similar to how we do grass? Or maybe we need to come up with something more sophisticated?

We could also handle the hanger/terminal data in the airport generator as well I would think. If you could add some sort of height attributte to each shape, then the airport generator could generate the 3d models and place them correctly on the airport surface.

The hardest part is generating the data.


Adding one more thought ...

It might be worth thinking about formating this taxiway/building data in a way that will allow us to integrate it with the current airport database. X-Plane couldn't use the data at the moment, but if flightgear could use it, and if taxidraw was extended to be able to edit the data, then there would be pressure on the x-plane folks to catch up. If this data extraction can be largely automated, I think we could pull lead on this and give FG an interesting edge over the other PC sims available. And of course the buildings and hangers wouldn't be textured properly and there would be various errors and problems, but I think that something is better than nothing.

Curt.

--
Curtis Olson        http://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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