Next Generation Scenery: Difference between revisions

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* Ability to cut in polygon models of airports. [http://www.andesengineering.com/Projects/TDS/]
* Ability to cut in polygon models of airports. [http://www.andesengineering.com/Projects/TDS/]
* Ability to page terrain / textures so continuous flights around the world are still possible.
* Ability to page terrain / textures so continuous flights around the world are still possible.
* Ability to populate the world with arbitrary additional 3d objects. Note that our current ability to populate the world with random objects would not work with the new scheme. We'd need to completely overhaul that functionality to work in a photo texture drapped, LOD terrain world.
* Ability to populate the world with arbitrary additional 3d objects. Note that our current ability to populate the world with random objects would not work with the new scheme. We'd need to completely overhaul that functionality to work in a photo texture draped, LOD terrain world.
* Care should be taken with object vertical placement so the terrain LOD doesn't move the 3d objects up and down noticable. And also so it doesn't noticably bury objects or float objects when the terrain LOD changes.
* Care should be taken with object vertical placement so the terrain LOD doesn't move the 3d objects up and down noticeable. And also so it doesn't noticeably bury objects or float objects when the terrain LOD changes.
* I assume all the current 2d polygon data would go away since this would be better represented by the photo texture overlay anyway.
* I assume all the current 2d polygon data would go away since this would be better represented by the photo texture overlay anyway.
* LOD algorithm/system (with adjustable radius for high and low end users) The current irregular grid mesh works but it's not very efficient and we could get much better framerates with a nice LOD system. Alternatively much higher elevation resolution with similar framerates.
* LOD algorithm/system (with adjustable radius for high and low end users) The current irregular grid mesh works but it's not very efficient and we could get much better framerates with a nice LOD system. Alternatively much higher elevation resolution with similar frame rates.
* Texture overlays - FG scenery engine does the chopping and texture co-ord generation. (I won't go into details but this would greatly simplify LOD algorithms)
* Texture overlays - FG scenery engine does the chopping and texture coord generation. (I won't go into details but this would greatly simplify LOD algorithms)
* The ability to drape the textures at differing resolutions at different locations in the scenery. (ie. higher res data immediately adjacent to airports where the pilot is generally closer to the ground and to give good definition on final approach).
* The ability to drape the textures at differing resolutions at different locations in the scenery. (ie. higher res data immediately adjacent to airports where the pilot is generally closer to the ground and to give good definition on final approach).
* Some sort of fix or workaround for the stretched-textures-on-cliff faces problem that draped textures suffer from in mountainous regions - possibly the ability to cut in textured polygons on steep faces.
* Some sort of fix or workaround for the stretched-textures-on-cliff faces problem that draped textures suffer from in mountainous regions - possibly the ability to cut in textured polygons on steep faces.
* Ability to deform objects from impact[http://www.beamng.com/]


== Data sources ==
== Data sources ==
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