Traffic Shader: Difference between revisions

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== Background ==
== Background ==
Current scenery roads are not very 'connected'.  We use raw OSM ways and just plop each one down as a polygon.  I am currently working on better algorithms to create more of a network for line data.  Right now, I only have this for airport taxiway lines, but will get it into roads as well. 
This started as a request for better handling of textured lines, as intersecting lines look awful, even with proper uv coordinates.  one line is always 'on top' of the other.  They don't really look like they intersect.  If we want to be able to create a shader for adding moving traffic / lights, then a continuous network is a must.<ref>{{cite web
  |url    =  https://forum.flightgear.org/viewtopic.php?p=235948#p235948
  |title  =  <nowiki> Re: AI  </nowiki>
  |author =  <nowiki> psadro_gm </nowiki>
  |date  =  Mar 20th, 2015
  |added  =  Mar 20th, 2015
  |script_version = 0.40
  }}</ref>
We need uv-mapped roads for a traffic shader. Once you have that, it's easy to add (we could even manage cars which don't use both lanes...)<ref>{{cite web
We need uv-mapped roads for a traffic shader. Once you have that, it's easy to add (we could even manage cars which don't use both lanes...)<ref>{{cite web
   |url    =  https://forum.flightgear.org/viewtopic.php?p=295098#p295098  
   |url    =  https://forum.flightgear.org/viewtopic.php?p=295098#p295098  

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