Chris Metzler wrote:
> On Mon, 03 Dec 2007 22:36:46 -0600
> Laurence Vanek wrote:
>   
>> Chris Metzler wrote:
>>     
>>> Are you speaking of where these things are located (i.e. the river
>>> isn't where it should be), or the visual appearance of the areas along
>>> rivers/lake edges/city boundaries?
>>>       
>> I am primarily speaking of visual appearances.  Normally river & lake 
>> boundaries are not stretches of straight lines with sharp angles when 
>> they change directions.  City boundaries ... same comment. 
>>
>> We also have issues with runways running out into rivers & lakes in 
>> certains locations.
>>     
>
> Right, but that's not because the runways are in the wrong places.  It's
> because the bodies of water are.
>
> Both of these problems stem from the use of low-resolution datasets for
> roads/rails/rivers/lakes/etc. in scenery production.  The ground
> elevation info used is of fairly high resolution, but the vector data
> (anything that follows a line, so roads, rails, coastlines, rivercourses,
> city boundaries, etc.) are of fairly low resolution.  The most
> straightforward solution is to use higher-resolution datasets to make
> the scenery -- and indeed, for much (most?) of the world, better datasets
> than what's used for the downloadable scenery are available.  The problem
> is that using these datasets can dramatically increase the polygon count
> of the terrain; if you're using an older/slower computer, this can make
> fgfs annoying or even impossible to use.  Since the downloadable scenery
> needs to be usable by a large cross-section of users, you're probably not
> going to see this happen unless we have a change in the software that
> generates scenery (see below).  But that doesn't mean you can't get the
> higher-resolution datasets and make your own scenery for FG; some people
> with fast machines do just this.  See the wiki pages about TerraGear for
> more on how to go about making your own scenery.
>
> Another possibility is using FlightGear Scenery Designer, or fgsd, which
> in its older versions allowed you to edit scenery tiles directly:  raise
> or lower the ground, change ground polygon types (water --> urban, etc.).
> I don't know what the status of fgsd is at this point, because I've been
> away from the project for the last year and a half or so (I bought a
> house and moved in with my gf!  Woohoo!); maybe someone here can provide
> more info.
>
> What would be nice is to find a way to modify TerraGear or replace it
> with a new scenery generator which can handle the higher-resolution
> datasets a little more gracefully.  After all, scenery incorporating
> such high-resolution has been generated for other flight simulators and
> doesn't result in crushing CPU/GPU loads.  But that's not a trivial
> project by any means.
>
> -c
>   
So it would appear that we have maybe two sets of users.  Those with  
higher-end systems that can handle scenery enhancement & those that 
cannot, the latter missing out on realistic scenery representation.  The 
former must abide by the lowest common denominator.  I guess it boils 
down to what the guiding principles for the project originally were.

I will pass on making my own scenery after reading about whats involved :-)

Maybe we need two sets of scenery tiles available, low resolution & higher.



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