Basically, you could model a "tidal area" as a triangle mesh (as
detailed as you like) where the triangle type is "tidal" and each
triangle also carries a parameter "X" which is the local tide-height at
which that triangle is covered by water. A tide-calculator finds local
tide-height in a slow-running background loop, and every iteration of
that loop, all triangles where X < tide-height are textured as "water",
otherwise as "sand" (or mud).
What's nice about that approach is that you can model tidal reaches with
whatever detail you want. It could just be "tide in"/"tide out" as
suggested by Curt (above) or vastly complex, handling the water flows of
mudflats like the "wadden" area or Mont St. Michel.
I have looked around for high-resolution Wadden Sea bathymetry on the Web and the best I have found yet is this map http://www.waddensea-secretariat.org/news/documents/WSP-Maps/MAP-CWSS-2003.pdf (CAUTION: huge PDF, low-res version here: http://www.waddensea-secretariat.org/news/documents/WSP-Maps/MAP-CWSS.jpg ).
The problem is of course extracting the data back onto a grid to interpolate it. I suppose if I had Adobe Illustrator, I could simply import the PDF, delete everything that does not belong to the depth lines and export the image. Unfortunately, Inkscape cannot import PDFs as it seems. So I will try to convert this to SVG, maybe I can import it then.
Martin
_______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel