Using OSM Vector Data in FlightGear: Difference between revisions

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(→‎Random Buildings Scripting Interface (Hooray, Thorsten): http://forum.flightgear.org/viewtopic.php?f=5&t=16083&hilit=#p155723)
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=== Procedural Airports (psadro_gm, zakalawe, papillon81) ===
=== Procedural Airports (psadro_gm, zakalawe, papillon81) ===
fully dynamically created airports is another really long-standing scenery related idea, that's been discussed among core developer on and off for over a decade already, including David Megginson and Andy Ross
http://forum.flightgear.org/viewtopic.php?p=176132#p176151
<pre>
What about a purely symbolic representation? Store just centerline
and width for each taxiway, and keep the existing polygonal
representation for "tarmac" areas. Throw out the "pre-cut" airport
This means that the tile loader will be forced to do some
computational geometry at load time to decide on the actual polygons
to be rendered by OpenGL. But that's not likely to be too much --
even the biggest airpots have no more than 30 taxiways with no more
than ~4 curves on each. Figure an individual curve has no more than
10 segments, with 6 polygons for each segment (two yellow paint, four
pavement). So that's a few thousand polygons generated and intersect
per airport loaded. Not so bad, really -- note that because it can
happen in the loader thread, and therefore make good use of the
multi-dispatch multi-core CPUs that are becoming so popular these
days.
The biggest advantage is that (if you do it with the runways too) it
means that the airports can be generated at runtime and edited by the
user without doing a terragear scenery regeneration.
</pre>
we already have all the data to generate the ground polygons, inside FlightGear - that's exactly how the airfield chart / ground-radar work. And we can do it adaptively (more bezier interpolation on faster machines) and also get airports editable in mostly-realtime (unless the airport boundary changes).
we already have all the data to generate the ground polygons, inside FlightGear - that's exactly how the airfield chart / ground-radar work. And we can do it adaptively (more bezier interpolation on faster machines) and also get airports editable in mostly-realtime (unless the airport boundary changes).


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