World Scenery 3.0 roadmap: Difference between revisions
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|description = New world-wide scenery | |description = New world-wide scenery | ||
|start-date = 2019-Sep | |start-date = 2019-Sep | ||
|current-status = Active | |current-status = Active <ref>https://sourceforge.net/p/flightgear/mailman/message/37074319/</ref> | ||
|developers = Scott Giese<br/>Richard Harrison<br/>Stuart Buchanan | |developers = Scott Giese<br/>Richard Harrison<br/>Stuart Buchanan | ||
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As of 08/2020, it's work in progress, and ot ready yet. A very primitive implementation/hack was checked in, but it has limited usefulness in its current state. It's of no use at the moment unless you build some terrain via VPB to play with. Progress is slow at the moment due to limited time. <ref></ref> | |||
Proof of Concept {{progressbar|100}} | Proof of Concept {{progressbar|100}} | ||
* VPB {{done}} | * VPB {{done}} |
Revision as of 08:59, 31 July 2020
This article is a stub. You can help the wiki by expanding it. |
Scenery Core Development |
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Misc |
Misc |
Started in | 2019-Sep |
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Description | New world-wide scenery |
Contributor(s) |
Scott Giese Richard Harrison Stuart Buchanan |
Status | Active [1] |
Motivation
See Virtual Planet Builder for the main article about this subject. |
Virtual Planet Builder (VPB) is OSG's terrain-database-building tool.
It loads GIS elevation data for a
region, combines it with imagery and produces a spatially-balanced
quadtree tiled database that can be navigated simply by loading the
top-level file. All of the LOD Ranges are pre-configured and the
DatabasePager automatically loads and unloads different segments of
terrain without any supporting userspace code required. VPB can build
terrain models ranging from a small area to the entire planet. These
databases can be fluidly navigated at 60fps from outer space down to
ground level with no interruptions. The terrain models are built of
regular grid arrays with optional edge-skirts to conceal any cracks
caused by adjacent LOD differences. — OpenScenGraph's Virtual Planet Builder/OSGDEM. Published by AlphaPixel, LLC.
(powered by Instant-Cquotes) |
Objective
Produce high-quality scenery using the best-known practices.
TerraGear becomes obsolete in favor of VPB.
OpenGL 3.3 Core Profile: WS3.0 will require us to eliminate the usage of the fixed-function pipeline.
Shader-based Rendering: All of the terrain renderings will be done via GLSL shaders.
OSG Core: OpenSceneGraph will require targeting of the OpenGL Core Profile.
WS3.0 will continue to cooperate with osm2city.
Easy upgrade: Airport layouts will be generated in real-time. Apt.dat will continue to be the primary source for airport layouts. Airports will be draped over the terrain. This eliminates the need to cut airport layouts into the underlying terrain.
Background
Data Sources
- SRTMGL3.003
- : https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL3.003/
- SRTMGL1.003
- : https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL1.003/
- Global Land Cover
- : https://lcviewer.vito.be/
- Natural Earth
- : https://www.naturalearthdata.com/
Status
As of 08/2020, it's work in progress, and ot ready yet. A very primitive implementation/hack was checked in, but it has limited usefulness in its current state. It's of no use at the moment unless you build some terrain via VPB to play with. Progress is slow at the moment due to limited time. Cite error: Invalid <ref>
tag; refs with no name must have content
- VPB Done
- osgOcean Done
- osgVegetation Done
- Generate terrain for Hawaii Done
- Hack Hawaii VPB into FG Done
Standard-Fidelity | |||||||||
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Standard-Fidelity - 90m SRTMGL3 - 100m Global Land Cover
Northern Hemisphere: 152.3 GB
Southern Hemisphere: 57.4 GB
High-Fidelity - 30m SRTMGL1 - Best Available Land Cover
News / Updates
The northern hemisphere, up to N60, has been completed. The southern hemisphere, above S56, has been completed. SRTM data was not captured above N60 and below S56, so alternative data sources need to be procured.
Stuart has made good progress with the procedure needed to convert apt.dat into an airport object. Our goal is to utilize this to project/drape the airport layout over the terrain. This will enable localized edits of airports without requiring us to generate another world scenery build.
Oceans are complete.
Changelog
Gallery
Roadmap
Related
Standard-Fidelity Gallery | ||||||||||||||
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For the experimental runtime generated mesh/landclassing engine - which may become WS3.0 - see Experimental terrain engine.