Canvas scenery overlays: Difference between revisions

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For airport stuff, vector drawing capabilities like those available via Canvas (Canvas.Path/ShivaVG) could come in handy - so all that is needed is to "bridge" both worlds: to expose a Canvas to shader space so that you can use it, but also so that an arbitrary Canvas can be draped over terrain.
For airport stuff, vector drawing capabilities like those available via Canvas (Canvas.Path/ShivaVG) could come in handy - so all that is needed is to "bridge" both worlds: to expose a Canvas to shader space so that you can use it, but also so that an arbitrary Canvas can be draped over terrain.
== Problem ==
A number of folks have been playing with populating my home airport's area with buildings derived from OSM floorplan data, having many buildings in the correct place greatly improves realism over the current random buildings/sparse static models, especially when you know the area. However, now the buildings obviously don't match with ground textures or random trees. <ref>{{cite web
  |url    =  https://sourceforge.net/p/flightgear/mailman/message/30587145/
  |title  =  <nowiki> [Flightgear-devel] Generating ground textures on the fly? </nowiki>
  |author =  <nowiki> Thomas Albrecht </nowiki>
  |date  =  Mar 11th, 2013
  |added  =  Mar 11th, 2013
  |script_version = 0.40
  }}</ref>
This should be possible, it would have pretty much the benefits and drawbacks you mention (especially the VRAM consumption), and it would allow nice LoD and solve some other issues. Especially it avoid the nasty clipping issues we have with surface data in TerraGear, since you just paint into the texture, no need to clip all the linear data.<ref>{{cite web
  |url    =  https://sourceforge.net/p/flightgear/mailman/message/30587518/
  |title  =  <nowiki> Re: [Flightgear-devel] Generating ground textures on the fly? </nowiki>
  |author =  <nowiki> James Turner </nowiki>
  |date  =  Mar 11th, 2013
  |added  =  Mar 11th, 2013
  |script_version = 0.40
  }}</ref>


== 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
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/  
   |url    =  https://sourceforge.net/p/flightgear/mailman/message/31687556/  

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