Traffic Shader: Difference between revisions

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== Background ==
== Background ==
feeding external traffic into FG would not necessarily be very difficult - but it would almost certainly never match "roads" shown in FlightGear, and even if elevations would be patched up, there would remain quite a bit of work to be done.<ref>{{cite web
  |url    =  https://forum.flightgear.org/viewtopic.php?p=235994#p235994
  |title  =  <nowiki> Re: AI  </nowiki>
  |author =  <nowiki> Hooray </nowiki>
  |date  =  Mar 20th, 2015
  |added  =  Mar 20th, 2015
  |script_version = 0.40
  }}</ref>
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.   
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
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

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