Hi,

My first thought about your post was: just another
one, who want to contribute and will disapear in some
weeks without any notes...

But after reading your post on AVSim it seems to me,
that it is really serious.

HeliFlyer aka Georg pointed you already to some
information. 
FlightGear switched last year to OSG
(www.openscenegraph.org) which is used already in some
professional sims and other aplications.
It provides some things which we can see in MS FX
already.

You can download it for Windows and provides some nice
demos about his ability like a very good visualization
of rain and snow precipitation; terrain engine,
Multitexture, water surface effect and so on...

It is open and free, so there are the most important
things described. 
It also offers embedded shaders, so there is a lot of
possibilities for us.

If there are any quick questions, there is also the
IRC Chat, were are a lot of the developers: 
irc.flightgear.org, channel = #flightgear.

I hope this will help you a little bit.

Greetings
HHS
--- Christian Buchner <[EMAIL PROTECTED]>
schrieb:

> Hello everyone,
> 
> my name is Christian Buchner. I am responsible for
> the notoriously
> troublesome "Tileproxy" addon for
> FSX and FS 2004. I have recently had a look at
> FlightGear - I compiled it on
> Windows XP and I am quite
> determined to do some hacking on the terrain engine.
> 
> I would like to get a few pointers where to look for
> information about the
> terrain engine that is currently used by
> Flight Gear. In particular about the irregular
> terrain mesh - how is it
> created (at runtime or offline) and how does
> photo texture currently get mapped onto terrain -
> how are roads and other
> terrain features added? (is it all
> vector or is it texture maps)
> 
> Some things that I would be interested in working on
> are:
> - dynamic terrain tesselation, dynamic LOD
> - terrain self shadowing (shadow maps)
> - offloading some of the above to other CPU cores
> - shaders for water surfaces
> - mapping phototerrain dynamically (potentially
> reusing some Tileproxy code)
> - more shaders for atmospheric effects
> 
> OpenGL and OpenScene Graph are quite new to me,
> before I've done some basic
> DirectX and some
> basic shaders (up to Shader model 1.4) So it will be
> a steep learning curve
> for me.
> 
> First I need to learn about the capabilities and
> limitations of the existing
> terrain engine. So any
> resources you can point me to would be appreciated.
> 
> I would like to point some eyeballs towards an
> interesting technique that
> was employed in the following
> work published 2 years ago: They use z displacement
> mapping with Vertex
> Shader 3.0 to get some
> astounding detail at high FPS. Now map phototerrain
> on top of that and you
> have a winner ;-)
> 
>
http://www.diva-portal.org/diva/getDocument?urn_nbn_se_liu_diva-5623-1__fulltext.pdf
> 
> (try to ignore the military aspect of this work -
> the technology iused s
> quite interesting)
> 
> Christian
> >
-------------------------------------------------------------------------
> This SF.net email is sponsored by: Splunk Inc.
> Still grepping through log files to find problems? 
> Stop.
> Now Search log events and configuration files using
> AJAX and a browser.
> Download your FREE copy of Splunk now >>
http://get.splunk.com/>
_______________________________________________
> Flightgear-devel mailing list
> Flightgear-devel@lists.sourceforge.net
>
https://lists.sourceforge.net/lists/listinfo/flightgear-devel
> 



      Heute schon einen Blick in die Zukunft von E-Mails wagen? 
www.yahoo.de/mail

-------------------------------------------------------------------------
This SF.net email is sponsored by: Splunk Inc.
Still grepping through log files to find problems?  Stop.
Now Search log events and configuration files using AJAX and a browser.
Download your FREE copy of Splunk now >> http://get.splunk.com/
_______________________________________________
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel

Reply via email to