Using OSM Vector Data in FlightGear: Difference between revisions

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To understand the C++ side of things, you'll definitely also need to be familiar with OpenGL and preferably OSG, i.e. 3D graphics and 3D maths.
To understand the C++ side of things, you'll definitely also need to be familiar with OpenGL and preferably OSG, i.e. 3D graphics and 3D maths.
But even if that's not your thing, reusing Stuart's code to the largest possible degree would definitely be a good idea, because he's already tackled many of the difficult issues - and creating an interface (scripting or property tree) is definitely simpler than writing such a system from scratch.
But even if that's not your thing, reusing Stuart's code to the largest possible degree would definitely be a good idea, because he's already tackled many of the difficult issues - and creating an interface (scripting or property tree) is definitely simpler than writing such a system from scratch.
FlightGear's random building code is implemented as part of the SimGear library, in the tgdb folder: http://gitorious.org/fg/simgear/trees/next/simgear/scene/tgdb
The most important file is SGBuildingBin.cxx: http://gitorious.org/fg/simgear/blobs/next/simgear/scene/tgdb/SGBuildingBin.cxx


=== Random Buildings Scripting Interface (Hooray, Thorsten) ===
=== Random Buildings Scripting Interface (Hooray, Thorsten) ===

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