James Turner wrote:

> I've idly wondered about pulling the water out of the generated  
> scenery, and instead creating 'ground' down to the low tide line. The  
> water surface could then be created at runtime, allowing for tides,  
> waves, and other effects depending on the GPU/CPU power available.

Well, just "pulling the water out" would be quite simple by <VERY UGLY
DESIGN> replacing the respective texture with something transparent
</VERY UGLY DESIGN> or <NOT MUCH BETTER> simply not applying the
texture at all </NOT MUCH BETTER>, thus leaving a visual void. This
would at least serve The Developer as a test scenario for simulating
small waves and/or just simple visual water surface effects at MSL.

Secondly, <PROPER DESIGN> using bathymetry 'elevation' data we'd
certainly be able to create seabed 'Terrain' for "Ocean" and probably
also for "Lake" areas </PROPER DESIGN> - probably not as detailed as
the regular surface but sufficiently accurate to model the seabed for
example within the twelve mile limit (just to put a figure). This would
allow for simulation of tides and the resulting effects at a later
development step.

Cheers,
        Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--------------------------------------------------------------------------

------------------------------------------------------------------------------
This SF.net email is sponsored by:
SourcForge Community
SourceForge wants to tell your story.
http://p.sf.net/sfu/sf-spreadtheword
_______________________________________________
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel

Reply via email to