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== Motivation == | == Motivation == | ||
There used to be a lack of coordination between the terrain generation pipeline and the rendering side. There's a lot of work done at load time because the .btg format was considered immutable.<ref>{{cite web | |||
|url = https://sourceforge.net/p/flightgear/mailman/message/31687556/ | |||
|title = <nowiki> Re: [Flightgear-devel] Rendering strategies </nowiki> | |||
|author = <nowiki> Tim Moore </nowiki> | |||
|date = Nov 27th, 2013 | |||
|added = Nov 27th, 2013 | |||
|script_version = 0.40 | |||
}}</ref> | |||
FG is not Google Earth, but many uses of FG aren't that different from the use cases of a global terrain viewer; some people want a Space Shuttle simulator, others want to do nape-of-the-earth helicopter flying. IFR people don't care :) The point is that the rendering should be flexible enough to handle these different scenarios, especially given that so much work is going into building detailed terrain.<ref>{{cite web | |||
|url = https://sourceforge.net/p/flightgear/mailman/message/31687556/ | |||
|title = <nowiki> Re: [Flightgear-devel] Rendering strategies </nowiki> | |||
|author = <nowiki> Tim Moore </nowiki> | |||
|date = Nov 27th, 2013 | |||
|added = Nov 27th, 2013 | |||
|script_version = 0.40 | |||
}}</ref> | |||
Another approach is used by MSFS X, which generates the terrain texture for a tile at a given LOD completely at run time (on the CPU!), including vector features, so that the appropriate texture resolution for sharp vector features is always available.<ref>{{cite web | |||
|url = https://sourceforge.net/p/flightgear/mailman/message/31687556/ | |||
|title = <nowiki> Re: [Flightgear-devel] Rendering strategies </nowiki> | |||
|author = <nowiki> Tim Moore </nowiki> | |||
|date = Nov 27th, 2013 | |||
|added = Nov 27th, 2013 | |||
|script_version = 0.40 | |||
}}</ref> | |||
Once we have infrastructure in place to handle landclass merging, we could move away from X.0 scenery releases, and would only need to regenerate the entire planet if a new feature is added to the toolchain itself. Unfortunately, this is 'mostly' not a toolchain, or feature problem, it's an infrastructure problem<ref>{{cite web | Once we have infrastructure in place to handle landclass merging, we could move away from X.0 scenery releases, and would only need to regenerate the entire planet if a new feature is added to the toolchain itself. Unfortunately, this is 'mostly' not a toolchain, or feature problem, it's an infrastructure problem<ref>{{cite web | ||
|url = https://forum.flightgear.org/viewtopic.php?p=287202#p287202 | |url = https://forum.flightgear.org/viewtopic.php?p=287202#p287202 |