Hi Y'all,

I hope you'll forgive my crashing the FG-dev list...I work with Austin 
on X-Plane and am working closely with Robin on the new apt.dat 
revisions ("version 850") for X-Plane.

I just wanted to make a few comments on how this format has evolved that 
might be of bearing to future FG development:

- After going in circles quite a few times, we've ended up with an 
apt.dat that remains relatively high-level.  There is almost no 
customization allowed in the apt.dat 850 (which is similar to past 
apt.dat files).  If you say you want "taxi lights", the sim decides what 
they look like.

I think that this will turn out to be a good thing for FG and for any 
hope of data sharing between flight sims; it leaves you guys with a lot 
of latitude to decide how to implement the various features and to 
optimize the results in ways appropriate to your own technology.  For 
example, you aren't stuck with a requirement to allow certain parameters 
just because it seemed like a good idea in X-Plane.

For X-plane we expect our authors to make truly detailed custom airports 
using our regular scenery-modeling facilities, which allow for lower 
level customization and tweaking.  It seems to me that the success of 
the apt.dat files (in that users submit layouts and they get distributed 
to everyone) is partly because they are simple and high level.

- Our new unit for taxiways is a "bezier polygon" - that is a simple 
polygon with holes where each segment may be a bezier curve.  We chose 
this because it is again high level - the number of triangles will be up 
to the sim (because you can choose your level of tesolation of curves) 
rather than up to the author.  Looking through existing layers there is 
a huge amount of inefficient overlapping pavement as authors try to 
simulate curves - my previous attempts to mathematically analyze such 
layouts has been a real PITA.

X-Plane currently uses the glu polygon tessolator to convert polygons 
with holes into triangles, and a very simple function to turn the bezier 
curves into line segments.  If it turns out to be useful off to you 
guys, email me off list and I can provide any needed info on doing this, 
although it's pretty much a straight use of glu.  (My point here is just 
that hopefully the bezier polygon with holes spec isn't too hard to 
implement because glu can do most of the work.)

The layout does not provide ordering for pavement.  I will admit that 
this is very much driven by X-plane...we found that the need to draw 
layouts in the order of the apt.dat really kills framerate.  So the idea 
of allowing holes in pavement but not guaranteeing draw order is to 
encourage authors to put down taxiway pavement just once (cutting a hole 
in the "bottom" layer so it doesn't overlap the top).  This should also 
reduce the total amount of overlapping polygons.

 From a conceptual perspective, I would argue that surfaces in an 
airport do not truly overlap (or if they do, it's not something that 
would affect a flight sim).  For our purposes, the surface of an airport 
could be thought of as a planar map, where the plane is subdivided into 
polygons that are homogenous...a given point is either concrete or 
asphalt, not both.  So any overlapping layout should be reducable to a 
non-overlapping one by subtracting the "top" polygons out of the bottom 
ones via holes.  So I feel safe with a non-overlapping pavement model.

By comparison, the runway model _does_ overlap and runways are ordered, 
because in real life we need to put the dominating runway on top of the 
non-dominating one - see KBOS 4R and 9 on google maps. :-)

- I am a big believer in not putting features into the apt.dat format 
that can't be visualized...my fear is that authors wouldn't be able to 
validate their work and we'd end up with junk in the database.  But 
there's no reason why the domain of implemented features would have to 
be implemented by X-Plane alone.  So I would say that if you guys want 
an enum code for a new type of pavement or marking or light string other 
than the initial set we're spec'ing out, talk to Robin and perhaps it 
can go into his database for FG first and X-Plane could catch up.

Uh, that's all I can think of for now...feedback or flames, please email 
me off list.  I'd like to just end by saying that LR is not a terribly 
secretive company and I think that exchange of ideas between FG and 
X-Plane is positive for both sims. :-)

*cheers*
Ben


-- 
Scenery Home Page: http://scenery.x-plane.com/
Scenery blog: http://xplanescenery.blogspot.com/
Plugin SDK: http://www.xsquawkbox.net/xpsdk/
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