Canvas scenery overlays: Difference between revisions

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{{Canvas Navigation}}
{{Canvas Navigation}}
{{FGCquote
  |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:

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