On January 12, 2006 11:53 pm, Curtis L. Olson wrote: > 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.
I think the source-data (the data that can be edited) should remain in SVG format. SVG supports layer, which would allow us to keep everything regarding an airport within one file, while keeping taxiways, buildings, centerlines, taxi-signs, etc. seperated in different layers. To import the data into FG, we could create some sort of converter to convert the SVG file into 3D geometries usable in FG. So, my idea of the airport development cycle would be: (1) edit SVG file -> (2) conversion -> (3) package and distribute -> (1) Finally, woudln't it be a better idea to treat airports in a similar fashion as we do with aircrafts? ie. airportX-set.xml... Ampere ------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://ads.osdn.com/?ad_idv37&alloc_id865&op=click _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel