Canvas tile element: Difference between revisions

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There is the long-standing idea to use FlightGear itself to render a map to a texture, e.g. based on the atlas/map source code (GPL compatible), quoting TorstenD:
There is the long-standing idea to use FlightGear itself to render a map to a texture, e.g. based on the atlas/map source code (GPL compatible), quoting TorstenD:
: What I have in mind for the map is to render the map tiles (small 256x256px fragments of a map) from flightgear scenery data on the fly when the user requests them from within the map application. Thats how openstreetmaps works and I like the idea of reusing proven concepts. There is no need at all - in fact, it's not even desireable - to do that in the main loop. Running a standalone application (or call it process if you like) creating and serving the tiles will add no load to the FlightGear process, no matter how complex the map is.<ref>https://forum.flightgear.org/viewtopic.php?f=31&t=21972&p=203544#p203544</ref>
: What I have in mind for the map is to render the map tiles (small 256x256px fragments of a map) from flightgear scenery data on the fly when the user requests them from within the map application. Thats how openstreetmaps works and I like the idea of reusing proven concepts. There is no need at all - in fact, it's not even desireable - to do that in the main loop. Running a standalone application (or call it process if you like) creating and serving the tiles will add no load to the FlightGear process, no matter how complex the map is.<ref>https://forum.flightgear.org/viewtopic.php?f=31&t=21972&p=203544#p203544</ref>
{{Note|Porting Map.cxx into a dedicated ReaderWriter plugin for OSG by merging it with the existing STG/BTG ReaderWriter machinery, we still end up with a mechanism that runs outside the main loop for loading/rendering, even if we're going through Canvas::Image or a subclass of it, because osg::Image objects are loaded by a worker thread.}}


== Idea ==
== Idea ==

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