Canvas scenery overlays: Difference between revisions

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(Created page with "{{Stub}} == Motivation == 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 th...")
 
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   |date  =  Jun 1st, 2016  
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== Canvas Integration ==
we are already able to create a texture representation of arbitrary airport features like runways, taxiways etc - even in Nasal/Canvas space using a handful of APIs (navdb), which works using the Canvas::Map element to project lat/lon tuples of arbitrary Canvas::Path segments to the texture<ref>{{cite web
  |url    =  https://forum.flightgear.org/viewtopic.php?p=287432#p287432
  |title  =  <nowiki> Re: Next-generation scenery generating? </nowiki>
  |author =  <nowiki> Hooray </nowiki>
  |date  =  Jun 2nd, 2016
  |added  =  Jun 2nd, 2016
  |script_version = 0.40
  }}</ref>
This texture could be simplified/customied and fed to a shader/effect:
[[Canvas Development#Effects .2F Shaders]]<ref>{{cite web
  |url    =  https://forum.flightgear.org/viewtopic.php?p=287432#p287432
  |title  =  <nowiki> Re: Next-generation scenery generating? </nowiki>
  |author =  <nowiki> Hooray </nowiki>
  |date  =  Jun 2nd, 2016
  |added  =  Jun 2nd, 2016
  |script_version = 0.40
  }}</ref>
And it could also be draped using geo-referencing, for which we have existing SimGear patches: [[Photoscenery#Using photoscenery]]
This way, if/when Canvas+Shaders/effects are better integrated, many TerraGear-level things could actually be moved to fgdata space<ref>{{cite web
  |url    =  https://forum.flightgear.org/viewtopic.php?p=287432#p287432
  |title  =  <nowiki> Re: Next-generation scenery generating? </nowiki>
  |author =  <nowiki> Hooray </nowiki>
  |date  =  Jun 2nd, 2016
  |added  =  Jun 2nd, 2016
   |script_version = 0.40  
   |script_version = 0.40  
   }}</ref>
   }}</ref>

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