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|When we have vector road data at runtime, we can do the following: | |||
* render it in moving-map displays - either real ones (Garmin G1000 / G430) or the map dialog | |||
* use it to drive building outline creation as Thomas was suggesting | |||
* animate traffic on the roads, as point lights at night or even meshes in daytime (the important one...) | |||
* generate tile overlay textures dynamically (and based on view distance) to show the roads on the terrain surface. (And the detail of this texture can include road markings / borders based on distance from the viewer / view angle / etc) | |||
|{{cite web |url=http://sourceforge.net/p/flightgear/mailman/message/33064873/ | |||
|title=<nowiki>Re: [Flightgear-devel] Future city terrain strategy</nowiki> | |||
|author=<nowiki>James Turner</nowiki> | |||
|date=<nowiki>2014-11-21</nowiki> | |||
}} | |||
}} | |||
Using the Canvas system for adding geo-referenced textures to the terrain mesh has actually a plethora of potential applications and use-cases in FlightGear, and it could help unify/integrate a number of existing features, and make them much better accessible, i.e. by moving them to fgdata space: | Using the Canvas system for adding geo-referenced textures to the terrain mesh has actually a plethora of potential applications and use-cases in FlightGear, and it could help unify/integrate a number of existing features, and make them much better accessible, i.e. by moving them to fgdata space: |