Experimental terrain generation with GRASS: Difference between revisions

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- paged LOD : I want to experiment with this using OSGs Page level of detail.  I will use my simple 4 triangle tiles, mixed with the normal terragear generated tiles, and learn how to incorporate this OSG feature in flightgear.
- paged LOD : I want to experiment with this using OSGs Page level of detail.  I will use my simple 4 triangle tiles, mixed with the normal terragear generated tiles, and learn how to incorporate this OSG feature in flightgear.


- moving map / altitude info : currently, one of the slowest (and most used) functions in flightgear, is determining the distance above ground level.  If height info is stored in the tile, we could query the tile instead of intersecting the actual terrain with a line)  Also, the array could store the landclass info as well, so the moving map instrument ([http://flightgear.org/forums/viewtopic.php?f=4&t=10859&start=45 moving map]) could be higher res.  Also, if the weather system, ai system, etc interacts with the terrain, it probably would be a good idea for the altitudes to remain constant instead of varying with LOD.
- moving map / altitude info : currently, one of the slowest (and most used) functions in flightgear, is determining the distance above ground level.  If height info is stored in the tile, we could query the tile instead of intersecting the actual terrain with a line)  Also, the array could store the landclass info as well, so the moving map instrument ([http://forum.flightgear.org/viewtopic.php?f=4&t=10859&start=45 moving map]) could be higher res.  Also, if the weather system, ai system, etc interacts with the terrain, it probably would be a good idea for the altitudes to remain constant instead of varying with LOD.


'''Step 4) Visualization tools'''
'''Step 4) Visualization tools'''

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