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=random+nail+hit#p155781
m (→‎Random Buildings Scripting Interface (Hooray, Thorsten): http://forum.flightgear.org/viewtopic.php?f=5&t=16083&hilit=random+nail+hit#p155781)
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'''Hooray:''' we have had a fair share of discussions related to this. Stuart's work has certainly paved the way for even more improvements.
'''Hooray:''' we have had a fair share of discussions related to this. Stuart's work has certainly paved the way for even more improvements.
Like I mentioned, I would be interested in exposing the creation of procedural scenery to scripting space (or even just the property tree) so that customizing this aspect of FG is no longer possible purely from C++ space.
Like I mentioned, I would be interested in exposing the creation of procedural scenery to scripting space (or even just the property tree) so that customizing this aspect of FG is no longer possible purely from C++ space.
it would be great to have a way to dynamically assemble buildings and blocks of buildings and then combine them into a single geometry, so that the performance hit is decreased. But that would obviously require exposing some more hooks to Nasal scripts.




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