Using OSM Vector Data in FlightGear: Difference between revisions

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→‎Background: http://forum.flightgear.org/viewtopic.php?f=6&t=21351&p=194425&hilit=procedurally+airports#p194425
m (→‎Procedural Buildings & Cities (radi & vanosten): http://forum.flightgear.org/viewtopic.php?p=176132#p176147)
m (→‎Background: http://forum.flightgear.org/viewtopic.php?f=6&t=21351&p=194425&hilit=procedurally+airports#p194425)
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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.
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.
Now, we also have osgEarth as a secondary scenery engine, so it makes sense to coordinate things accordingly.
Besides, we also have guys working on improved generation of procedurally-created vegetation, road networks, bridges and buildings/cities, which are other areas that could greatly benefit from a little coordination with osgEarth support in FlightGear, to ensure that a generic approach is found over time and to avoid a "technology lock-in", like some people are complaining about related to Rembrandt.


Please see thee ongoing discussion at: http://wiki.flightgear.org/User_talk:F-JJTH#Implement_an_OSM_client_in_FG
Please see thee ongoing discussion at: http://wiki.flightgear.org/User_talk:F-JJTH#Implement_an_OSM_client_in_FG

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