This discussion about scenery reminded me of a few things , one of them is me not understanding what Martin is working towards...I probably should pay closer attention .Sorry Martin. I've been very interested in seeing an improvement in scenery , but i think covering it up with shaders is the wrong way to go , that's why we have a texture database/landclasses/etc .Not meaning to discredit anyone's work , i just think it's unnecessary and just one more step in slowing FG down. One reason i gave up , (i havent seen a default canadian airport with correct taxiways yet), is that I dont know what the FG community considers GPL compliant. I use Aerodrome charts for reference , and then modify the existing scenery tiles by the measurements written on those charts. Ive used Qgis with shapefiles from a canadian wms server as a background image to tweak the shapefiles from http://mapserver.flightgear.org/ .I assumed these were non-gpl work habits so never bothered offering to submit them. I guess my question is what method is acceptable ? To my way of thinking these methods are no different than modelling an aircraft by studying many images of that aircraft .... Just looking for more clarification about how a scenery developer SHOULD proceed. My lofty goal once upon a time was to fix all the canadian airports , but it seemed that we are still continuing to use Robin's apt.dat file rather than a custom FG file , and its a LOT of work to get good results. Im guessing there's a lot of well done custom scenery out there , but I wont install it if its in some obscure 'hangar'. If my assumptions are incorrect , my apologies , just shows how out of touch i am with Scenery development :) Cheers
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