World Scenery 3.0 roadmap: Difference between revisions

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should probably be reviewed by Stuart/Scott respectively, source: https://sourceforge.net/p/flightgear/mailman/message/37146562/
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m (should probably be reviewed by Stuart/Scott respectively, source: https://sourceforge.net/p/flightgear/mailman/message/37146562/)
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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>https://sourceforge.net/p/flightgear/mailman/message/37074319/</ref>
As of 11/2020, Stuart pushed a commit that renders VirtualPlanetBuilder output in
FlightGear via the Effects framework.
 
Below is a screenshot showing Edinburgh using WS3.0:
 
[[File:Edinburgh_rendering_using_WS3.0.jpg|thumb]]
 
While graphically reminiscent of FlightGear circa 2002 and not particularly
exciting, this is another step towards WorldScenery 3.0.
 
One of the key differences of WS3.0 from the current scenery is that the
terrain mesh only consists of elevation data.  The landclass information is
encoded in a texture rather than the mesh itself.  So we can have much more
detailed landcover information without massively increasing the size of the
mesh.
 
In the linked picture, a simple fragment shader is used to look up the
landclass in the texture and use that to identify whether to use water,
grass or city textures.<ref>https://sourceforge.net/p/flightgear/mailman/message/37146562/</ref>
 
As of 08/2020, it's work in progress, and not 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>https://sourceforge.net/p/flightgear/mailman/message/37074319/</ref>




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