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