Canvas scenery overlays: Difference between revisions

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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  

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