From: Ralf Gerlich <[EMAIL PROTECTED]>
Hi,
Perhaps an additional attempt for clarification: The basic idea is that the
terrain database will mainly contain 2D land coverage data in the form of
line data (e.g., for roads and streams) and polygon data (e.g., for cities,
lakes, forests, etc.). These define a 2D map of the world.
On the other side, an elevation model is generated from raster data -
currently SRTM2 3-arcsec rasters are used - and possibly refined elevation
contours, which may be kept in the database as well.
The 2D map is then draped over that elevation model, finally becoming the
terrain part of the scenery (the .btg.gz files)
Static objects come from Jon Stockill's object database.
All this already takes place when Curt is generating the standard scenery,
except that up to now the 2D landcover data was not coming from the terrain
database and we have no refined elevation data to feed in (TerraGear
doesn't even have a tool for that yet).
I hope these answers help you understand the concept better.
Best regards,
Ralf
BING, the light just came on!!! :-) This clarifies alot of the confustion I
also had over where FGSD was heading.
One thing I have noticed, we have alot of urban areas on very steep hill
sides. This "draping" approach can cause some very unpleasant visual effects
in these instances...the terrain looks ...stretched... like drawing a
picture on a piece of rubber then stretching it more in one direction than
the other, the picture becomes distorted. Have you noticed this?
Thanks for showing me the light switch though<g>.
Cheers
Dene.
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