>
> Sebastian Bechtold wrote:
>   
>> > Hello!
>> > 
>> > Around 6 weeks ago, I came up here with the idea to represent ground 
>> > features through textures rather than through terrain mesh polygons for 
>> > more detail and easier modification (which is of course not my own idea, 
>> > but it's definitely a practical one and not yet implemented in 
>> > FlightGear). I'm currently trying to develop a texture generator program 
>> > which generates fake aerial images using the same ESRI shapefile data 
>> > that is used for TerraGear scenery generation, and it is now for the 
>> > first time able to produce some useful results. I'd like to present some 
>> > images that were made with it, hoping that someone with knowledge about 
>> > OSG and FlightGear's terrain rendering system might perhaps like them at 
>> > least a little bit so that she/he might want to help me finding a way to 
>> > get them into the sim. They use FlightGear's terrain textures, so it 
>> > looks much like the current FlightGear scenery, but with curved roads 
>> > and rivers and a few other improvements (more to come, I have some 
>> > further ideas and this is still a very early stage of development). All 
>> > pictures show german towns:
>> > 
>> > Mainz, Wiesbaden and the Rhine river:
>> > http://www.rotblind.de/fgstuff/fgst/mainz_wiesbaden.jpg
>> > http://www.rotblind.de/fgstuff/fgst/stuttgart.jpg
>> > http://www.rotblind.de/fgstuff/fgst/karlsruhe.jpg
>> > http://www.rotblind.de/fgstuff/fgst/heidelberg.jpg
>> > 
>>     
> This is very cool. Can you generate these "mega-textures" in real time?
I suppose you define "real time" in this context as "fast enough to 
generate
them on-demand at simulator runtime". Well, unfortunately, not at this 
resolution.
I've done a few tests and very rough estimates which lead to the result 
that it
-might- be possible to do this at 10 m/pixel (half the resolution of the 
screenshots).
(and of course any lower res, but that's really not worth the work any 
more), but
even this won't be fast enough for military jets.

This estimate is based on the assumption that when an aircraft is 
located over a
certain tile, we want to have generated the textures for all neighboring 
tiles
before the aircraft can reach the tile's border..

Generating an image of 1024x1024 Pixels takes around 5 seconds (on my 
machine).
If an image with this size and a resolution of 10 m/pixel is generated, 
it can
be used to cover an area of 10240x10240 meters (obviously...).

Now, when our aircraft leaves one tile and enters another, the maximum 
number
of neighbor tiles (or the now entered tile) which are not yet textured is 5.

This means we need 5x5 = 25 seconds to generate all the textures for the 
neighbor
tiles until the aircraft might enter one of them. So the aircraft's 
maximum speed
must not be higher than 14482 m in 25 seconds, which is 1474.56 km/h. 
And even in this
situation, the texture will be ready only just in the moment when the 
aircraft enters the
tile.

But then, this is the pessimistic end of the range of possible 
situations. With slower
aircraft velocities, the texture generator could very well have the 
chance to work ahead and
finish textures long before they are required in that resolution. 
Moreover, computers
always get faster. Maybe new ones could already handle higher 
resolutions without
problems at the time when this is implemented. And last, but not least, 
there's the
possibility to make a faster texture generator program. I'm currently 
using the Magick++
library, and since my program isn't much more than a control frame to 
fire out
the right sequence of calls to Magick++, I fear that I can't optimize a 
lot there. I
decided to use Magick++ for my first attempts, since it is easy to use 
and has
powerful drawing methods, but maybe there are faster librarys around. 
Microsoft FSX
uses one called AGG, which is said to be really fast, but looks a lot 
harder to learn than
Magick++. Maybe I should try to do that, if Magick++ is not fast enough.

So much for this today. I really hope I can implement this one day, 
since it would
offer so many new possibilities to make better scenery.

Best regards,

Sebastian

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