Currently we have some of the pieces required for WS3.0:
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* We can generate the underlying LOD mesh with a texture draped over it.
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* We can dynamically generate airports
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* We can load the scenery in FG.
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... but the WS3.0 scenery in FG is basically a dark gray blob. The bit that's missing is having the scenery pick up material definitions and therefore Effects and shaders.
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This hackathon idea is to apply material definitions to that scenery and perhaps develop a shader that will use the landclass texture to generate some plausible texturing.