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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