Using OSM Vector Data in FlightGear: Difference between revisions

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== Background ==
This is referring to procedural/autogen scenery generation/enrichment (buildings, cities, roads, bridges and power lines) via OSM data.
We've seen quite a few people working on this independently in 2013 and making very promising progress in different fields.
Many of them being contributors able to build from source, and able to write C++ code.
TorstenD mentioned a while ago, that he was also considering porting PixelCity to use Stuart's random buildings system (and thus, OSG) for these purposes.
Now, we also have osgEarth as a secondary scenery engine, so it makes sense to coordinate things accordingly.
Please see thee ongoing discussion at: http://wiki.flightgear.org/User_talk:F-JJTH#Implement_an_OSM_client_in_FG
The main point being that we should work out a way to expose the underlying APIs to FG, so that these can be used as the common back-end for OSM vector data access (probably via Tom's cppbind) - so that related efforts can benefit without having to duplicate work, and without having to use approaches that are not native to FG (such as python code).
As could be seen in 2013, we have an unprecedented number of people interested in this currently, who are able to contribute to the code  - so if we could coordinate this a little, this could work out as well as the NavDisplay effort, which had a similar amount of people interested in related things.[/quote]
== Objective ==
== Objective ==


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