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	<id>https://wiki.flightgear.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Scttgs</id>
	<title>FlightGear wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.flightgear.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Scttgs"/>
	<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/Special:Contributions/Scttgs"/>
	<updated>2026-08-16T21:39:07Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Virtual_Planet_Builder&amp;diff=145257</id>
		<title>Virtual Planet Builder</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Virtual_Planet_Builder&amp;diff=145257"/>
		<updated>2026-06-21T11:32:34Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: /* Using Vector Data */ update link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WS30 Navbar}}&lt;br /&gt;
{{Scenery Core Development}}&lt;br /&gt;
&lt;br /&gt;
VirtualPlanetBuilder (VPB) is an OSG tool that generates native OSG data to represent terrain, usually by draping a GEO-TIFF over an elevation model.&lt;br /&gt;
&lt;br /&gt;
== Building VirtualPlanetBuilder ==&lt;br /&gt;
&lt;br /&gt;
The VPB project and code can be found here: https://github.com/openscenegraph/VirtualPlanetBuilder&lt;br /&gt;
&lt;br /&gt;
There is now[https://sourceforge.net/p/flightgear/mailman/message/37385201/] a VPB {{Wikipedia|Docker_(software)|docker}} container for Linux: https://hub.docker.com/r/flightgear/ws30-vbp-generator and https://github.com/fdalvi/flightgear-ws30-vbp-generator&lt;br /&gt;
&lt;br /&gt;
If you've got an existing FlightGear build, there are some additional dependencies:&lt;br /&gt;
* OSG&lt;br /&gt;
** Including NVTT.  ('sudo apt-get install libnvtt-dev' - oddly VPB builds without it but then checks for the shared library at runtime...) &lt;br /&gt;
* GDAL  (https://gdal.org/),  Note that this needs to 2.4.X&lt;br /&gt;
** ... which requires PROJ 6 or above (https://proj.org/)&lt;br /&gt;
*** ... which requires the sqlite3.11 or above development package (on linux - 'sudo apt-get install libsqlite3-dev')&lt;br /&gt;
&lt;br /&gt;
Note that GDAL and PROJ do not use cmake, so it builds in the source directory as follows:&lt;br /&gt;
 ./configure -prefix=/path/to/install&lt;br /&gt;
 make&lt;br /&gt;
&lt;br /&gt;
VPB is built using cmake e.g.&lt;br /&gt;
&lt;br /&gt;
 cmake -DOSG_DIR=/path/to/OSG/install /path/to/VPB/src&lt;br /&gt;
 make&lt;br /&gt;
&lt;br /&gt;
== Getting Landcover Data ==&lt;br /&gt;
&lt;br /&gt;
For CORINE data covering Europe, try here:  https://land.copernicus.eu/pan-european/corine-land-cover/clc2018&lt;br /&gt;
&lt;br /&gt;
For US National Landcover Database  (NLCD) try here: https://www.mrlc.gov/viewer/&lt;br /&gt;
&lt;br /&gt;
ESRI (akak Sentinel-2) covers the entire world but with fewer distinct landclasses: https://livingatlas.arcgis.com/landcoverexplorer.&lt;br /&gt;
&lt;br /&gt;
Choose RASTER data, which will download a geo-referenced TIF image.&lt;br /&gt;
&lt;br /&gt;
Note that the mapping from landcover to materials is performed in Materials/base/landclass-mapping.xml, and currently only maps CORINE raster landclasses.  If you have another landcover source (e.g. the US NLCD. ESRI), you will need to use your GIS (Grass, QGIS) to convert them such that the raster uses the correct landclass indexes.&lt;br /&gt;
&lt;br /&gt;
=== Using Vector Data ===&lt;br /&gt;
If you wish to create higher resolution scenery, you may need to convert from vector data. &lt;br /&gt;
&lt;br /&gt;
Key points:&lt;br /&gt;
&lt;br /&gt;
* If required, re-project to WGS84.  Ensure you project and layer are in the same projection.&lt;br /&gt;
* Map the vector polygons to have the correct landclass.  In QGIS, you can do this as follows:&lt;br /&gt;
** Open the Attribute Table&lt;br /&gt;
** Create a new field (c_index) with type int&lt;br /&gt;
** Open the field calculator the update the new field (c_index) using a calculation that maps from the landclass fields in your data.  For CORINE vector data this is the c18 field.  An example is below, and some mappings are available [https://gitlab.com/flightgear/ws30/-/blob/next/mappings/ here]:&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
CASE&lt;br /&gt;
WHEN c18=111 THEN 1&lt;br /&gt;
WHEN c18=112 THEN 2&lt;br /&gt;
WHEN c18=121 THEN 3&lt;br /&gt;
WHEN c18=122 THEN 4&lt;br /&gt;
WHEN c18=123 THEN 5&lt;br /&gt;
WHEN c18=124 THEN 6&lt;br /&gt;
.&lt;br /&gt;
.&lt;br /&gt;
.&lt;br /&gt;
END&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Use a rasterize command to create a raster:&lt;br /&gt;
&lt;br /&gt;
 gdal_rasterize -l CORINE_Modified_WGS84 -a Landclass -ts 35000.0 33300.0 -a_nodata 48.0 -te 3.0 51.0 8.0 54.0 -ot Byte -of GTiff -co COMPRESS=NONE -co BIGTIFF=IF_NEEDED /home/stuart/FlightGear/VPB/data/Modified/CORINE_Modified_WGS84.gpkg /home/stuart/FlightGear/VPB/data/10m/Netherlands2.tif&lt;br /&gt;
&lt;br /&gt;
== Getting DEM data. == &lt;br /&gt;
&lt;br /&gt;
The most commonly used Digital Elevation Model used is SRTM.&lt;br /&gt;
&lt;br /&gt;
SRTM with 90m resolution is available here: http://srtm.csi.cgiar.org/&lt;br /&gt;
&lt;br /&gt;
SRTM with 30m resolution is available here: https://lpdaac.usgs.gov/products/nasadem_hgtv001/ ''([https://e4ftl01.cr.usgs.gov/MEASURES/NASADEM_HGT.001/ Directory] , [https://search.earthdata.nasa.gov/search Interactive search] by selecting areas or points: [https://search.earthdata.nasa.gov/search/granules?p=C1546314043-LPDAAC_ECS&amp;amp;pg&amp;amp;#x5B;0&amp;amp;#x5D;&amp;amp;#x5B;v&amp;amp;#x5D;=f&amp;amp;pg&amp;amp;#x5B;0&amp;amp;#x5D;&amp;amp;#x5B;gsk&amp;amp;#x5D;=-start_date&amp;amp;q=NASADEM%20HGT&amp;amp;tl=1633679290.379!3!! example] . To download you need a free account from [https://urs.earthdata.nasa.gov/users/new here]'')&lt;br /&gt;
&lt;br /&gt;
VPB accepts both raster and HGT files.&lt;br /&gt;
&lt;br /&gt;
== LoD, Mesh size and Framerate ==&lt;br /&gt;
&lt;br /&gt;
Unlike WS2.0 which has a fixed terrain mesh, VPB uses different terrain meshes with different level of detail (LoD) depending on the distance of the viewer from the particular piece of terrain.    &lt;br /&gt;
[[File:Virtual Planet Builder LoD.png|thumb|Simplified diagram of different LoD tiles being loaded as an aircraft gets closer.]]    &lt;br /&gt;
[[File:VPB Lod Filename scheme.png|thumb|Diagram showing how the Virtual Planet Builder filenames are built for each LoD level.  Note that this just shows 3 LoD Levels.  Our scenery goes to &amp;quot;L5&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder provides a variety of settings that have a big impact on the eventual terrain mesh.  The two main settings (the number of LoD levels, and the ratio of the LoD radius and maximum visible range), have a huge impact on the number of vertices, how the terrain looks, LoD &amp;quot;popping&amp;quot;, and framerate.    &lt;br /&gt;
&lt;br /&gt;
To attempt to understand the relationship, a test was performed.  WS30 terrain was generated for a 2x2 degree section of the European Alps bounded by (7E, 45N), and (8E, 47N), with settings as listed below.  FlightGear was then run on a desktop with an NVidia GeForce GTX 1660 with 6GB of VRAM.  The system appeared I/O limited as GPU utilization was around 30% and on 2GB of VRAM was used.  &lt;br /&gt;
&lt;br /&gt;
The following commandline options were used to place the ufo just to the NE of the Matterhorn, facing SW.  &lt;br /&gt;
 --aircraft=ufo --timeofday=morning --disable-real-weather-fetch --disable-ai-traffic --disable-random-objects --disable-random-vegetation --altitude=15000 --prop:/scenery/use-vpb=true --disable-sound --disable-ai-models --prop:/sim/rendering/texture-cache/cache-enabled=false --lat=46.021023 --lon=7.728291 --altitude=12662.75 --heading=226.0 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Experimental results varying LoD Level and visibility distance ratios&lt;br /&gt;
!Dem Resolution&lt;br /&gt;
!LoD Levels&lt;br /&gt;
!Radius to max visible distance ratio&lt;br /&gt;
!Lowest LoD Radius (km)&lt;br /&gt;
!Highest LoD Range (km)&lt;br /&gt;
!Lowest LoD Range (km)&lt;br /&gt;
!Vertices in view&lt;br /&gt;
!Triangles in view (M)&lt;br /&gt;
!Framerate (M)&lt;br /&gt;
!Frame Latency (ms)&lt;br /&gt;
!Terrain Size (MB)&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|0.6&lt;br /&gt;
|1099&lt;br /&gt;
|4.3&lt;br /&gt;
|15&lt;br /&gt;
|30&lt;br /&gt;
|28&lt;br /&gt;
|40&lt;br /&gt;
|128&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|8&lt;br /&gt;
|7&lt;br /&gt;
|0.6&lt;br /&gt;
|1099&lt;br /&gt;
|4.3&lt;br /&gt;
|32&lt;br /&gt;
|61&lt;br /&gt;
|19&lt;br /&gt;
|59&lt;br /&gt;
|425&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|7&lt;br /&gt;
|5&lt;br /&gt;
|1.2&lt;br /&gt;
|785&lt;br /&gt;
|6.1&lt;br /&gt;
|5.6&lt;br /&gt;
|11&lt;br /&gt;
|75&lt;br /&gt;
|17&lt;br /&gt;
|170&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|7&lt;br /&gt;
|3&lt;br /&gt;
|1.2&lt;br /&gt;
|475&lt;br /&gt;
|3.7&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|105&lt;br /&gt;
|14&lt;br /&gt;
|170&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|2.5&lt;br /&gt;
|785&lt;br /&gt;
|12&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|115&lt;br /&gt;
|13 (a)&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|9.8&lt;br /&gt;
|785&lt;br /&gt;
|49&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|125&lt;br /&gt;
|12 (b)&lt;br /&gt;
|25&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
&lt;br /&gt;
(a) - Using these settings there was a noticeable reduction in apparent heightmap resolution with a 30m DEM, probably because the resolution of the lowest LoD level was ~40m, compared with 20m for an 7 LoD level mesh.  &lt;br /&gt;
&lt;br /&gt;
(b) Using these settings, the terrain resolution was unacceptably poor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These results suggest that using 7 LoD Levels and a radius of &amp;quot;3&amp;quot; will provide a good balance, with high terrain quality and good frame-rate.&lt;br /&gt;
&lt;br /&gt;
== Running VPB ==&lt;br /&gt;
&lt;br /&gt;
FlightGear expects scenery in 1x1 degree tiles in a slightly different format to WS2.0.  The scenery needs to be in a &amp;quot;vpb&amp;quot; directory, followed by a directory structure similar to WS20 (10x10, then 1x1 degree directories), with the final file being a 1x1 degree section with a &amp;quot;ws_&amp;quot; prefix, and in the &amp;quot;.osgb&amp;quot; format.  E.g. vpb/w010n50/w004n50/ws_w004n50.osgb&lt;br /&gt;
&lt;br /&gt;
VPB is available in a docker image [https://sourceforge.net/p/flightgear/fgmeta/ci/next/tree/ws30/ws30-vbp-generator-docker/ here].  Instructions on how to install and use it can be found in [[Howto:Create WS3.0 terrain]].&lt;br /&gt;
&lt;br /&gt;
Here are the options I've used to generate some scenery of the UK:&lt;br /&gt;
&lt;br /&gt;
 ./bin/osgdem --TERRAIN \&lt;br /&gt;
 --image-ext png&lt;br /&gt;
 --no-interpolate-imagery \&lt;br /&gt;
 --disable-error-diffusion \&lt;br /&gt;
 --geocentric \&lt;br /&gt;
 -t /home/stuart/FlightGear/VPB/data/CORINE/u2018_clc2018_v2020_20u1_raster100m/DATA/U2018_CLC2018_V2020_20u1.tif \&lt;br /&gt;
 -d /home/stuart/FlightGear/VPB/data/SRTM90/srtm_34_02.tif \&lt;br /&gt;
 -d /home/stuart/FlightGear/VPB/data/SRTM90/srtm_35_01.tif \&lt;br /&gt;
 -d /home/stuart/FlightGear/VPB/data/SRTM90/srtm_35_02.tif \&lt;br /&gt;
 -d /home/stuart/FlightGear/VPB/data/SRTM90/srtm_36_01.tif \&lt;br /&gt;
 -d /home/stuart/FlightGear/VPB/data/SRTM90/srtm_36_02.tif \&lt;br /&gt;
 -b -4 50 -3 51 \&lt;br /&gt;
 --PagedLOD \&lt;br /&gt;
 -l 7 \&lt;br /&gt;
 --radius-to-max-visible-distance-ratio 3 \&lt;br /&gt;
 -o vpb/w010n50/w004n50/ws_w004n50.osgb&lt;br /&gt;
&lt;br /&gt;
* --TERRAIN to use osgTerrain::Terrain database&lt;br /&gt;
* --compressor-nvtt --compression-quality-highest to generate native DDS mipmaps&lt;br /&gt;
* --geocentric because that's what FG uses&lt;br /&gt;
* -t the texture to drape (in this case CORINE)&lt;br /&gt;
* -d the DEM to use (in this case pieces of SRTM90)&lt;br /&gt;
* -b is the extents in decimal degrees: LON1 LAT1 LON2 LAT2, in this case from (-4,50) to (-3,51)&lt;br /&gt;
* --PagedLOD to generate PagedLOD nodes&lt;br /&gt;
* -l 4 the number of LOD levels to generate. At the equator, a 1x1 degree tile has a 157km diagonal. The LoD follows a quad-tree like structure, with each LOD level having 4 sub-tiles in a 2x2 array.  If we want our smallest tile to have a ~10km diagonal, we need 4 LoD levels&lt;br /&gt;
*  --radius-to-max-visible-distance-ratio is self-explanatory.  We want the lowest level of LoD to be visible 20km away, so a ratio of 5 is appropriate.&lt;br /&gt;
* -o is the output file, in this case native OSG binary format.  FG expects WS3.0 data in a vpb subdirectory, with the structure shown.&lt;br /&gt;
&lt;br /&gt;
NOTE: --tile-image-size 256 is the default and the tile size used with genVPB.py. It is not possible to realize the hi-res edge you achieve with the NLCD processing scripts. That requires a --tile-image-size 1024 or greater. The tradeoff though, is a much larger scenery footprint which could possibly too heavy for lower spec systems.&lt;br /&gt;
[[Category:Scenery software]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto_talk:Working_with_FlightGear_models_in_Blender&amp;diff=140083</id>
		<title>Howto talk:Working with FlightGear models in Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto_talk:Working_with_FlightGear_models_in_Blender&amp;diff=140083"/>
		<updated>2024-07-06T15:45:35Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: I concur.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I agree that this can be deleted. [[User:Scttgs|xDraconian]] ([[User talk:Scttgs|talk]]) 15:45, 6 July 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Transponder&amp;diff=139746</id>
		<title>Transponder</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Transponder&amp;diff=139746"/>
		<updated>2024-04-22T02:28:51Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: /* Conspicuous and Not-Conspicuous codes - also called discrete and non-discrete */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Transponders''' are radio beacons which make [[aircraft]] more identifiable on [[ATC]] displays and systems and by other aircrafts. Modern transponders support transmitting additional data such as an identification ('squawk') code and aircraft altitude. See more at {{wikipedia|Transponder (aeronautics)}}.&lt;br /&gt;
&lt;br /&gt;
== Id Codes ==&lt;br /&gt;
e.g. &lt;br /&gt;
&lt;br /&gt;
* 'squawk code' 7000 is set and used VFR flight in Europe, and while in the US 1200 in used fir the same VFR.&lt;br /&gt;
* IFR aircraft's will have an 'attributed code' by the ATC services at Delivery Clearance time, typically at startup time. The code is ATC selected in a range of &amp;quot;yet not used code&amp;quot;, range attributed regionally.&lt;br /&gt;
&lt;br /&gt;
* NATO and other Military aircraft's 'sharing' the civil airspace use several code from a conventional table, like ''0300, or 0400 - NATO - CAOC 9 Exercises (activated by NOTAM)'' and ''3500 - NATO - Aircraft receiving a service from AEW aircraft''&lt;br /&gt;
* An aircraft becoming unable to use the voice Radio, will select the special code 7600.&lt;br /&gt;
* An aircraft experiencing an emergency (technical, medical) will select the special code 7700.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While some code are use the same worldwide, like the emergency code, some other codes have a different regional meaning, like the special code '0000'&lt;br /&gt;
&lt;br /&gt;
* in UK, by convention, the code '0000' will be autoselected by some transponder to auto report a transponder malfunction; it is not allowed the pilots to select it by themselves.&lt;br /&gt;
* n Europe, in is not used any more and the use have become forbidden. It was used at the start age of transponding (in mode A) to say 'no ORCAM code inserted yet'). The use is today severely forbidden.&lt;br /&gt;
* In US, it is a bit more confusing:&lt;br /&gt;
* - it is used for some Military interception;&lt;br /&gt;
* - it is used by the &amp;quot;En route Control ARTCC&amp;quot; for aircraft's in cruise in their controlled airspace when ... their are no more non attributed / in current use ORCAM codes.&lt;br /&gt;
* - The Dep. of Transportation and the FAA have started to advocate, from 1918, the abandon of it's use going toward to prohibition of its use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the Wikipedia page for many more examples.&lt;br /&gt;
&lt;br /&gt;
ref. https://en.wikipedia.org/wiki/List_of_transponder_codes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Codes are composes by a sequence of 4 digits of 8 possible values [ 0 ][ 0 ][ 0 ][ 0 ] to [ 7 ][ 7 ][ 7 ][ 7 ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Codes defines  7 specifically or :&lt;br /&gt;
&lt;br /&gt;
* 1 aircraft and 1 aircraft only ;&lt;br /&gt;
* 1 situation.&lt;br /&gt;
&lt;br /&gt;
== Conspicuous and Not-Conspicuous codes - also called discrete and non-discrete ==&lt;br /&gt;
Codes ending by ..00 defines &amp;quot;situations&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
e.g.&lt;br /&gt;
&lt;br /&gt;
* 7600 - unable to use the Radio Voice Comms - &amp;quot;Communications failure&amp;quot;&lt;br /&gt;
* 7700 - Emergency (technical / Medical)&lt;br /&gt;
&lt;br /&gt;
Theses codes do not define 1 aircraft only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Codes ending by numbers (0 to 7) identifies 1 and only 1 aircraft.&lt;br /&gt;
&lt;br /&gt;
* they are attributed by the ATC, usually via radio at the clearance departure&lt;br /&gt;
* they can be changed along the flight to accommodate management needs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The codes identifying 1 and only 1 aircraft are called discrete or conspicuous.&lt;br /&gt;
&lt;br /&gt;
The codes defining situations are called non-discrete or not-conspicuous.&lt;br /&gt;
&lt;br /&gt;
This also why Transponder Codes are called Conspicuity Codes.&lt;br /&gt;
&lt;br /&gt;
ref https://skybrary.aero/articles/discrete-and-non-discrete-ssr-codes&lt;br /&gt;
&lt;br /&gt;
== ORCAM method (for attribution of squawk codes) ==&lt;br /&gt;
Their are way more aircraft's to manage than available squawk codes.&lt;br /&gt;
&lt;br /&gt;
To solve the problem the ORCAM method is used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ORCAM stands for Originating Regional Code Attribution Method.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every region, airspace, airport, service like Militaries, etc. will see attributed a range of codes.&lt;br /&gt;
&lt;br /&gt;
When the aircraft leave the controlled zone and enter the next one, if, emphasising &amp;quot;if&amp;quot;, the used code collide with another currently in use in the vicinity, the ATC will ask to recycle the code to a new (not used) one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ORCAM is a method and not a &amp;quot;table&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
although the method keep out of its management a subset of fix codes which one are ... a table.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
e.g.&lt;br /&gt;
&lt;br /&gt;
Note that the following table is valid for UK only and US or Europe will present some variations&lt;br /&gt;
&lt;br /&gt;
https://www.flightradars.eu/squawkcodes.html#top&lt;br /&gt;
&lt;br /&gt;
== Modes A, B, C, S ==&lt;br /&gt;
detailed illustrated explanation ref. https://skybrary.aero/articles/transponder &lt;br /&gt;
&lt;br /&gt;
or also &lt;br /&gt;
&lt;br /&gt;
https://pilotinstitute.com/transponder-modes-explained/&amp;lt;nowiki/&amp;gt;{{hatnote|For a thorough description, see {{wikipedia|Aviation transponder interrogation modes}}.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Needs always evolves and technology merely adapt to the change. The Transponder Modes are the reflex of the evolution of theses needs.&lt;br /&gt;
&lt;br /&gt;
=== Mode A ===&lt;br /&gt;
from 2nd WW era, when aircraft was flying back and closing to the base, it was hard to say if they was Friends Or Enemy (FOE). To avoid unwanted activation from the DCA's, pilots was activating a convention code switching ON/OFF a set of buttons  to define an identity code.&lt;br /&gt;
&lt;br /&gt;
After the WW, this has come back to civil aviation, but the mode was really basic and more identification features was wanted.&lt;br /&gt;
&lt;br /&gt;
=== Mode B ===&lt;br /&gt;
have been an evolution of the mode A, but due some quirks it has been quick abandoned for mode C&lt;br /&gt;
&lt;br /&gt;
=== Mode C ===&lt;br /&gt;
added report of the aircraft altitude.&lt;br /&gt;
&lt;br /&gt;
These report altitude was read after calibration, which has led to problems and have been update to non calibrated altitude in mode S.&lt;br /&gt;
&lt;br /&gt;
Why ?&lt;br /&gt;
&lt;br /&gt;
Imagine an Aircraft in final approach, the definition of an incorrect altimetric pressure may lead to &amp;quot;hit&amp;quot; the ground before the RWY or hot the RWY to late and trigger a RWY excursion.&lt;br /&gt;
&lt;br /&gt;
Other situation of bust of altitude (lost of vertical separation) also have happened (although more rarely).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mode C altitude report is by 100 ft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mode S. ===&lt;br /&gt;
Why not MODE D, E, F ... ?&lt;br /&gt;
&lt;br /&gt;
Mode S have been a game changer. &lt;br /&gt;
&lt;br /&gt;
In Mode C their was too many aircraft sending information at the same time. The Radio Frequency was congested, many time, life and death information become missing as the result of the chaos of all the transponder &amp;quot;speaking at the same time&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Mode S, transponder are quite and shushing unless &amp;quot;interrogated&amp;quot; by the surveillance system.&lt;br /&gt;
&lt;br /&gt;
Well, almost shush. The surveillance system need to know to whom direct the interrogation. For this all transponder still continue to emit repeatedly a very very short ID called the squitter.&lt;br /&gt;
&lt;br /&gt;
The surveillance system keep a table of all the squitters for management.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The frequency being not any more congested, interrogated transponders have the possibility to send more extensive informations.&lt;br /&gt;
&lt;br /&gt;
The mode S have itself 2 ways, ELS and EHS as ELementary Surveillance and EnHanced Surveillance&lt;br /&gt;
&lt;br /&gt;
The former send altitude (before calibration) speed, direction, ... and few more Aircraft and Flight parameters.&lt;br /&gt;
&lt;br /&gt;
The later one send also the &amp;quot;selected&amp;quot; altitude in the Autopilot, which allow the ATC to detect early misunderstandings and prevent possible level bust before they happen.&lt;br /&gt;
&lt;br /&gt;
ref.: https://skybrary.aero/articles/mode-s&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mode S altitude report is by 10 ft, again, read before calibration !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To do this the transponder needs an altitude source. In real-life this can be a separate box called an encoder, or may be derived for FMC / ADIRU sources. It's important to note this altitude is referenced to standard pressure (29.92 inHg / 1013 Hpa), and not corrected for actual barometric pressure in the local environment.&lt;br /&gt;
&lt;br /&gt;
Additional support for military modes is possible if anyone wishes to add it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Transponder &amp;quot;in the flying deck / cockpit&amp;quot; ==&lt;br /&gt;
Bare in mind that 1 transponder is always different from another transponder.&lt;br /&gt;
&lt;br /&gt;
* Older aircraft may still have old transponder not Mode S capable;&lt;br /&gt;
* Several manufacturers&lt;br /&gt;
* Boeing ≠ Airbus&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
Some Transponder have a knob with position labelled &amp;quot;ALTITUDE&amp;quot; which does not mean the transponder is activating the mode S. The mode C also have a report of altitude. (see above).&lt;br /&gt;
&lt;br /&gt;
The usual modes encountered in RL for the transponder are :&lt;br /&gt;
&lt;br /&gt;
* Off - ( switched off / no power)&lt;br /&gt;
* Test - (maintenance)&lt;br /&gt;
* Stand-by - (powered on but not sending out informations except the squitter - see above)&lt;br /&gt;
* Ground - (send out SQUAWK CODE only - some airport, by rule - expect code 2000 for ground taxiing aircraft's)&lt;br /&gt;
* Altitude - (in mode C, sending out altitude information - in mode S, sending out more information)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== TA and TA/RA - Traffic Alert / Resolution Advisory ==&lt;br /&gt;
On some transponder, TA/RA functions might be switched on separately.&lt;br /&gt;
&lt;br /&gt;
They &amp;lt;big&amp;gt;need&amp;lt;/big&amp;gt; the '''mode S''' in order to work !&lt;br /&gt;
&lt;br /&gt;
A frequent myth is the mode S and the TA/RA must only be activated on air. &lt;br /&gt;
&lt;br /&gt;
Nothing is more wrong.&lt;br /&gt;
&lt;br /&gt;
Airport where the visibility is traditionally not good and foggy, like Paris Orly LFPO, Milano Linate LIML, Bimingham EGBB, among others, other require the departing aircraft to activate the mode S and the TA from the gate/stand, before push !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TA on ground have a special mode with a different sensitivity adapted to detect closing taxiing aircraft's. It has many time be a matter of sever accidents with fatalities.&lt;br /&gt;
&lt;br /&gt;
e.g.&lt;br /&gt;
&lt;br /&gt;
Flight SCANDINAVIA 686 (Scandinanvian Airlines McDonnel Douglas MD-87) and a private Cessna Citation, making 118 victims. https://en.wikipedia.org/wiki/Linate_Airport_disaster&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Paris Orly is &amp;quot;that much so foggy&amp;quot; that it is where have been invented to first &amp;quot;Turbo Clear&amp;quot; the first and fog systems for airports, 1963. The whole world have bought them and used them before the first ATT (Atterrissages  Tout Temps) , &amp;quot;Landing With Any Weather&amp;quot;, the precursor of the Instrument Landing Systems. https://www.aeroport-paris-orly.com/systemes-anti-brouillard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The myth roots itself in the fact that the rules changes by airports and situations. One discovering the rule enforced in one airport might tend to believe the whole world do the same...&lt;br /&gt;
&lt;br /&gt;
Usually, the airport administration information pages in the airport charts brief clearly about the rules enforced in &amp;quot;that&amp;quot; very airport.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On ground&lt;br /&gt;
&lt;br /&gt;
Mode S + Traffic Alert might be required to be used&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Airborn&lt;br /&gt;
&lt;br /&gt;
Mode S + Traffic Alert + Resolution Advisory is as much as possible expected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Old&amp;quot; aircraft using frequently the controlled airspace are demanded to upgrade their transponder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mode IDENT ==&lt;br /&gt;
Transponder have a separate function called IDENT and callable by the press on a button.&lt;br /&gt;
&lt;br /&gt;
This actually is not a &amp;quot;mode&amp;quot; like Mode A, C or S.&lt;br /&gt;
&lt;br /&gt;
It should never be pressed unless required by the ATC providing service.&lt;br /&gt;
&lt;br /&gt;
It &amp;quot;must&amp;quot; not be activated by Squawk code changing ! (Frequent error)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IDENT allow to the ATC to spot in a flash an aircraft amongst many and its purpose it solely to help in case of loss of conspicuity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Squawk codes changes at quite a good rate. If at every time the squawk code is recycled, the IDENT is activated and the BLIP (aircraft on the ATC screen) start to blink, then when the ATC demand to someone to press IDENT, the help will be void because drawn in many other IDENT... &lt;br /&gt;
&lt;br /&gt;
QED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Configuration in FlightGear ==&lt;br /&gt;
Transponder support was overhauled in May 2013; earlier versions (2.10 and prior) have different support and are not documented here. Updating an aircraft to use the new config is straightforward. Key transponder properties (altitude, ident and transmitted-id) are now sent via the MP protocols for use in ATC clients.&lt;br /&gt;
&lt;br /&gt;
The default altimeter can act as an altitude encoder; in its configuration, set either or both of the following boolean flags:&lt;br /&gt;
&lt;br /&gt;
* encode-mode-c&lt;br /&gt;
* encode-mode-s&lt;br /&gt;
&lt;br /&gt;
The transponder has various config properties:&lt;br /&gt;
&lt;br /&gt;
* '''minimum-supply-volts''': required DV volts for operations, defaults to 8.0 ''(old '''bus-volts''' is now deprecated)''&lt;br /&gt;
* '''encoder-path''': defaults to '/instruments/altimeter', but can be changed to any other location. The transponder looks for child properties 'mode-c-alt-ft' and 'mode-s-alt-ft' at this path for altitude data.&lt;br /&gt;
* '''kt70-compatibility''': boolean, default to false. Set this to enable legacy compatibility with the old KT-70 C++ instrument. Do not use in new/updated aircraft!&lt;br /&gt;
* '''mode''': this is 0 for Mode-A, 1 for Mode-C and 2 for Mode-S. Other modes can be added, ask on the [[Mailing list|devel list]]!&lt;br /&gt;
&lt;br /&gt;
=== Run-time properties ===&lt;br /&gt;
* '''altitude''': gives the transmitted altitude in feet (or -9999 for invalid)&lt;br /&gt;
* '''altitude-valid''': indicates if altitude value is valid data or not &lt;br /&gt;
* '''id-code''': allows the id-code to be read and set&lt;br /&gt;
* '''serviceable''': can be set to control the instrument serviceability&lt;br /&gt;
* '''transmitted-id''': gives the value being transmitted, including over the network via MP&lt;br /&gt;
&lt;br /&gt;
==== Input properties ====&lt;br /&gt;
These live under &amp;lt;tt&amp;gt;/inputs&amp;lt;/tt&amp;gt;.&lt;br /&gt;
* '''knob-mode''': sets the transponder operating mode. This corresponds to the KT-70 knob positions for convenience, but the actual modes should work for any transponder instrument. Knob modes are documented below&lt;br /&gt;
* '''ident-btn''': can be set to place the transponder in ident mode for 18 seconds. Note this property is not spring-loaded, i.e you must manually reset it to false&lt;br /&gt;
* '''digit[0]-[4]''': properties allow the id code individual digits to be read and set&lt;br /&gt;
&lt;br /&gt;
In KT-70 compatibility mode, additional properties are read and set, to preserve legacy aircraft. Do not use these properties in new aircraft.&lt;br /&gt;
&lt;br /&gt;
==== Knob/Functional Modes ====&lt;br /&gt;
* 0 - off&lt;br /&gt;
* 1 - standby, basically the same as off for the C++ code (3D instrument would power up the display, presumably)&lt;br /&gt;
* 2 - test, again the C++ largely ignores this since the test configuration of real-world instruments varies. In particular the unit does *not* set altitude or transmitted-id to any test values, you should do that in your own logic. (Maybe we should allow the test values to be defined int he config section?)&lt;br /&gt;
* 3 - Ground mode, responds to altitude interrogation but does not broadcast an ID. This would typically be used while taxiing prior to takeoff.&lt;br /&gt;
* 4 - On, normal operation but altitude transmission is inhibited&lt;br /&gt;
* 5 - Alt, same as on but altitude is broadcast if transponder was configured in Mode-S or Mode-C&lt;br /&gt;
&lt;br /&gt;
=== Generic transponder ===&lt;br /&gt;
Below are all available property that you can set for your instrumentation.xml file :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;transponder&amp;gt;&lt;br /&gt;
    &amp;lt;name type=&amp;quot;string&amp;quot;&amp;gt;transponder&amp;lt;/name&amp;gt;&lt;br /&gt;
    &amp;lt;number type=&amp;quot;int&amp;quot;&amp;gt;0&amp;lt;/number&amp;gt;&lt;br /&gt;
    &amp;lt;mode type=&amp;quot;int&amp;quot;&amp;gt;1&amp;lt;/mode&amp;gt; &amp;lt;!-- 0 = Mode A, 1 = Mode C, 2 = Mode S --&amp;gt;&lt;br /&gt;
    &amp;lt;minimum-supply-volts type=&amp;quot;double&amp;quot;&amp;gt;8.0&amp;lt;/minimum-supply-volts&amp;gt;&lt;br /&gt;
    &amp;lt;encoder-path type=&amp;quot;string&amp;quot;&amp;gt;/instrumentation/altimeter&amp;lt;/encoder-path&amp;gt;&lt;br /&gt;
    &amp;lt;kt70-compatibility type=&amp;quot;bool&amp;quot;&amp;gt;0&amp;lt;/kt70-compatibility&amp;gt;&lt;br /&gt;
    &amp;lt;auto-ground&amp;gt;...&amp;lt;/auto-ground&amp;gt; &amp;lt;!-- input for Mode-S automatic GND bit --&amp;gt;&lt;br /&gt;
    &amp;lt;airspeed-path&amp;gt;...&amp;lt;/airspeed-path&amp;gt;&lt;br /&gt;
    &amp;lt;mach-path&amp;gt;...&amp;lt;/mach-path&amp;gt;&lt;br /&gt;
  &amp;lt;/transponder&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Please note that ''&amp;lt;bus-volts&amp;gt;'' is now '''deprecated'''. Use ''&amp;lt;minimum-supply-volts&amp;gt;'' instead.&lt;br /&gt;
 The following is a copy of a comment in instrument source, explaining the use of Mode-S related properties&lt;br /&gt;
 &amp;lt;&lt;br /&gt;
 // Mode-S transponders (configured with mode = 2) can transmit a ground bit to&lt;br /&gt;
 // indicate ground operation. If auto-ground is not defined, the ground bit is&lt;br /&gt;
 // switched manually by setting the transponder knob to GND. If auto-ground is&lt;br /&gt;
 // defined, the transponder simulates automatic switching of the ground bit&lt;br /&gt;
 // using the value of the property defined in auto-ground.&lt;br /&gt;
 //&lt;br /&gt;
 // For a squat switch, use &amp;quot;/gear/gear/wow&amp;quot;. For automatic switching based on&lt;br /&gt;
 // airspeed, use a property rule to make a new boolean property that indicates,&lt;br /&gt;
 // for example, airspeed &amp;lt; 80, and reference your new property in auto-ground.&lt;br /&gt;
 //&lt;br /&gt;
 // Note that Mode-A and Mode-C transponders do not transmit a ground bit, even&lt;br /&gt;
 // if the transponder knob is set to the GND position.&lt;br /&gt;
 //&lt;br /&gt;
 // Mode-S transponders also transmit indicated airspeed and Mach number. The&lt;br /&gt;
 // default sources are &amp;quot;/instrumentation/airspeed-indicator/indicated-speed-kt&amp;quot;&lt;br /&gt;
 // and &amp;quot;.../indicated-mach&amp;quot;, but this can be changed by setting &amp;quot;airspeed-path&amp;quot;&lt;br /&gt;
 // and &amp;quot;mach-path&amp;quot; properties respectively as shown above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related content==&lt;br /&gt;
===Wiki articles===&lt;br /&gt;
*[[Howto:Develop an aircraft transponder in Nasal]] – Most probably obsolete&lt;br /&gt;
*[[FLARM]]&lt;br /&gt;
*[[Multiplayer protocol]] – The IDs 1501-1503 are earmarked for transmitting transponder properties&lt;br /&gt;
*[[OpenRadar: Transponder]]&lt;br /&gt;
*[[Traffic alert and collision avoidance system]]&lt;br /&gt;
&lt;br /&gt;
===Forum topics===&lt;br /&gt;
*[https://forum.flightgear.org/viewtopic.php?f=4&amp;amp;t=31492 Transponder properties over MP] (January-June 2017)&lt;br /&gt;
*[https://forum.flightgear.org/viewtopic.php?f=75&amp;amp;t=19826 Transponder over network] (April-December 2018)&lt;br /&gt;
*[https://forum.flightgear.org/viewtopic.php?f=4&amp;amp;t=6395 Transponder] (November 2009-December 2010)&lt;br /&gt;
&lt;br /&gt;
===Developer mailing list===&lt;br /&gt;
*[https://sourceforge.net/p/flightgear/mailman/message/30785263/ &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;Flightgear-devel&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Improve tranponder instrument] (Apr 2009)&lt;br /&gt;
*[https://sourceforge.net/p/flightgear/mailman/flightgear-devel/thread/1388915221.2195.15.camel%40duter.localdomain/#msg31810053 &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;Flightgear-devel&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Transponder Ident not transmitted via MP Protocol?] (Jan-Feb 2014)&lt;br /&gt;
&lt;br /&gt;
===Source code===&lt;br /&gt;
*{{flightgear source|src/Instrumentation/transponder.hxx}}&lt;br /&gt;
*{{flightgear source|src/Instrumentation/transponder.cxx}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft enhancement]]&lt;br /&gt;
[[Category:Aircraft instruments]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Keyboard_shortcuts&amp;diff=137625</id>
		<title>Keyboard shortcuts</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Keyboard_shortcuts&amp;diff=137625"/>
		<updated>2023-04-28T06:20:44Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: Add Toggle Auto-coordination&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cheat sheet for using the most common '''keyboard shortcuts'''.&lt;br /&gt;
&lt;br /&gt;
{{note|As keyboard bindings can differ from aircraft to aircraft, some of these shortcuts may be different than showed below}}&lt;br /&gt;
{{tip|If you so wish you can also [[Howto:Reassign keyboard bindings|customize keyboard bindings]]}}&lt;br /&gt;
&lt;br /&gt;
== Keyboard bindings ==&lt;br /&gt;
{| class=&amp;quot;vatop&amp;quot;&lt;br /&gt;
|width=&amp;quot;500&amp;quot; |&lt;br /&gt;
=== General ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key combination&lt;br /&gt;
! Action&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|/}}&lt;br /&gt;
| Show [[property browser]]&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|?}}&lt;br /&gt;
| Show current aircraft specific help&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|:}}&lt;br /&gt;
| vi-like [[multikey commands]]&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|,}}&lt;br /&gt;
| Apply left brakes&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|.}}&lt;br /&gt;
| Apply right brakes&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Shift|M}}&lt;br /&gt;
| Show map&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Ctrl|C}}&lt;br /&gt;
| Toggle [[Howto: Make a clickable panel|clickable panel hotspots]]&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Esc}}&lt;br /&gt;
| Quit FlightGear&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|H}}&lt;br /&gt;
| Cycle through [[HUD]] styles&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Shift|H}}&lt;br /&gt;
| Cycle through [[HUD]] brightnesses&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|F3}}&lt;br /&gt;
| Print screen&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|F10}}&lt;br /&gt;
| Toggle [[menu]]bar visibility&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|F11}}&lt;br /&gt;
| Open [[autopilot]] dialog&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|F12}}&lt;br /&gt;
| Open radio settings dialog&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|P}}&lt;br /&gt;
| Pause/continue sim&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Shift|P}}&lt;br /&gt;
| Toggle [[2D panel]]&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Shift|Esc}}&lt;br /&gt;
| Reset FlightGear&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Shift|F1}}&lt;br /&gt;
| Load flight&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Shift|F2}}&lt;br /&gt;
| Save flight&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Shift|F5}}&lt;br /&gt;
| Scroll 2D panel down&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Shift|F6}}&lt;br /&gt;
| Scroll 2D panel up&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Shift|F7}}&lt;br /&gt;
| Scroll 2D panel left&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Shift|F8}}&lt;br /&gt;
| Scroll 2D panel right&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Shift|F10}}&lt;br /&gt;
| Toggle fullscreen&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== View ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key combination&lt;br /&gt;
! Action&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Ctrl|X}}&lt;br /&gt;
| Reset zoom to default&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|V}}&lt;br /&gt;
| Next view&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Shift|V}}&lt;br /&gt;
| Previous view&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|X}}&lt;br /&gt;
| Zoom in&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Shift|X}}&lt;br /&gt;
| Zoom out&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Z}}&lt;br /&gt;
| Increase visibility&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Shift|Z}}&lt;br /&gt;
| Decrease visibility&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Ctrl|R}}&lt;br /&gt;
| Instant replay&lt;br /&gt;
|}&lt;br /&gt;
|width=&amp;quot;500&amp;quot;|&lt;br /&gt;
=== Flying ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key combination&lt;br /&gt;
! Action&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|&amp;amp;#125;}} {{key press|&amp;amp;#125;}} {{key press|&amp;amp;#125;}} {{key press|s}}&lt;br /&gt;
| Start a propeller engine (&amp;quot;&amp;amp;#125;&amp;quot; x3 to set magneto, then hold &amp;quot;s&amp;quot; to start)&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|/}}&lt;br /&gt;
| Show [[property browser]]&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|B}}&lt;br /&gt;
| Apply all brakes&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Shift|B}}&lt;br /&gt;
| Toggle parking brake(s)&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|G}}&lt;br /&gt;
| Gear up&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Shift|G}}&lt;br /&gt;
| Gear down&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|J}}&lt;br /&gt;
| Spoilers/air brake down&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|K}}&lt;br /&gt;
| Spoilers/air brake up&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|[}}&lt;br /&gt;
| Flaps up&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|]}}&lt;br /&gt;
| Flaps down&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Alt|2}}&lt;br /&gt;
| Toggle Auto-coordination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Autopilot ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key combination&lt;br /&gt;
! Action&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Ctrl|A}}&lt;br /&gt;
| Altitude lock&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Ctrl|H}}&lt;br /&gt;
| Heading lock&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Ctrl|G}}&lt;br /&gt;
| Glideslope lock&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Ctrl|N}}&lt;br /&gt;
| NAV1 lock&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Ctrl|P}}&lt;br /&gt;
| Pitch hold&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Ctrl|S}}&lt;br /&gt;
| Autothrottle&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Ctrl|T}}&lt;br /&gt;
| Terrain lock&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|Ctrl|W}}&lt;br /&gt;
| Wing level&lt;br /&gt;
|-&lt;br /&gt;
| {{key press|F6}}&lt;br /&gt;
| Heading lock&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Bindings]]&lt;br /&gt;
* [[Howto:Reassign keyboard bindings]]&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear keyboard]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Busiest_World_Airports_Custom_Scenery&amp;diff=129963</id>
		<title>Busiest World Airports Custom Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Busiest_World_Airports_Custom_Scenery&amp;diff=129963"/>
		<updated>2021-01-20T03:28:29Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: Created page with &amp;quot;{{Project |name = Busiest World Airports Custom Scenery |description = Produce fresh scenery for the world's busiest airports |start-date = 2021-Jan |current-status = Active |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Project&lt;br /&gt;
|name = Busiest World Airports Custom Scenery&lt;br /&gt;
|description = Produce fresh scenery for the world's busiest airports&lt;br /&gt;
|start-date = 2021-Jan&lt;br /&gt;
|current-status = Active&lt;br /&gt;
|developers = Scott Giese&lt;br /&gt;
&lt;br /&gt;
|objective-body =&lt;br /&gt;
Produce high quality airport scenery leveraging the best known practices.&lt;br /&gt;
&lt;br /&gt;
|background-body =&lt;br /&gt;
Data Sources:&lt;br /&gt;
* Airport Layout: X-Plane Gateway&lt;br /&gt;
* Demographic Data: SRTMGL1.003, LiDAR&lt;br /&gt;
* Land Cover Data: NLCD, CLC, OpenStreetMap&lt;br /&gt;
* River &amp;amp; Stream Data: OpenStreetMap&lt;br /&gt;
* Buildings, Roads, Bridges: osm2city based on OpenStreetMap&lt;br /&gt;
* Obstruction Data: FAA DOF&lt;br /&gt;
&lt;br /&gt;
|status-body =&lt;br /&gt;
'''Hartsfield-Jackson Atlanta International Airport''' [KATL]: {{ongoing}} {{progressbar|30}}&lt;br /&gt;
* Terrain: {{ongoing}}&lt;br /&gt;
* Scenery: {{ongoing}} &lt;br /&gt;
* Obstacles: {{not done}}&lt;br /&gt;
* osm2city: {{not done}}&lt;br /&gt;
* Custom Scenery Release: {{not done}}&lt;br /&gt;
* TerraSync Release: {{not done}}&lt;br /&gt;
* Version: {{not done}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|category = Custom scenery&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_January_2021&amp;diff=129867</id>
		<title>FlightGear Newsletter January 2021</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_January_2021&amp;diff=129867"/>
		<updated>2021-01-09T05:27:48Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: Newsletter creation, automatic preload from here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
NOTES TO EDITORS&lt;br /&gt;
&lt;br /&gt;
* Headings&lt;br /&gt;
  * DO NOT DELETE HEADINGS prior to final cleanup&lt;br /&gt;
  * Current headings and their order is merely a suggestion based on what have been used earlier&lt;br /&gt;
  * Changes made to headings or structure should also be copied the Newsletter template http://wiki.flightgear.org/User:Skybike/Template:This_months_newsletter/Newsletter_example&lt;br /&gt;
&lt;br /&gt;
* Final cleanup before write protecting&lt;br /&gt;
  * Remove unused headings&lt;br /&gt;
  * Remove {{Appendix}} if not used.&lt;br /&gt;
  * Update &amp;quot;Category: Changes after&amp;quot; to the FG version current at the 1st of this month&lt;br /&gt;
  * Finally remove this comment&lt;br /&gt;
  * Update [[Next Newsletter]] and [[FlightGear Newsletter]]&lt;br /&gt;
&lt;br /&gt;
* Discussion, issues and suggestions&lt;br /&gt;
  * Regarding this newsletter issue, please use the discussion page&lt;br /&gt;
  * Regarding the newsletter in general, primarily use the FlightGear Newsletter discussion page (Talk:FlightGear Newsletter)&lt;br /&gt;
  * Regarding this Newsletter template, please use FIXME&lt;br /&gt;
&lt;br /&gt;
+++   {{Newsletter-header|{{#time: F | 2021-01}}}}   +++&lt;br /&gt;
--&amp;gt;{{User:Skybike/Template:Newsletter-header-translate|2021-01}}&lt;br /&gt;
{{TOC_right|limit=2}}&lt;br /&gt;
''We would like to emphasize that the monthly newsletter cannot live without the contributions of FlightGear users and developers. Everyone with a wiki account (free to register) is welcome to contribute to the newsletter.  If you know about any FlightGear related news or projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter.''&lt;br /&gt;
&lt;br /&gt;
== Development news ==&lt;br /&gt;
&amp;lt;!-- News about FlightGear itself.  The FlightGear mailing list and/or core developers are a good source. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == Related Software tools and projects == --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Those not being part of FlightGear itself, like for example OpenRadar, TerreMaster or flightgear-atc.alwaysdata.net. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== In the hangar ==&lt;br /&gt;
&amp;lt;!-- News about new and upgraded aircraft and related stuff.  The official forum and other ones usually are a good source for this. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- === New aircraft === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Updated aircraft === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Liveries === --&amp;gt;&lt;br /&gt;
&amp;lt;!-- === Instruments === --&amp;gt;&lt;br /&gt;
&amp;lt;!-- === Aircraft reviews === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scenery corner ==&lt;br /&gt;
&amp;lt;!-- Scenery development news --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Scenery Models === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Airports === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Land cover === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Osm2city === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === New OSM2City areas === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == Interview with a contributor == --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == Suggested flights == --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help wanted ==&lt;br /&gt;
{{Help wanted}}&lt;br /&gt;
&lt;br /&gt;
== AI == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === AI traffic === --&amp;gt;&lt;br /&gt;
The AI team makes FlightGear more realistic, colorful and lively every month. You can support the development of ''Interactive Traffic'' and contribute at the FlightGear {{forum link|title=AI|f=23}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === AI scenarios === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Community news ==&lt;br /&gt;
&amp;lt;!-- === FlightGear on YouTube === --&amp;gt;&lt;br /&gt;
&amp;lt;!-- embed video as {{#ev:youtube|VCc6PwRI1LA}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Forum news === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Wiki updates === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Article of the month === --&amp;gt;&lt;br /&gt;
=== FlightGear on Facebook ===&lt;br /&gt;
Since early December 2010, FlightGear has an [https://www.facebook.com/FlightGear official Facebook page].  If you have a Facebook account please feel free to join the page.&lt;br /&gt;
&lt;br /&gt;
=== FlightGear on Instagram ===&lt;br /&gt;
In January 2018 the [https://www.instagram.com/flightgear_sim/ @flightgear_sim Instagram account] was brought back to life. If you've got nice screenshots to be featured, feel free to {{forum link|text=contact the maintainer|t=33636}}.&lt;br /&gt;
&lt;br /&gt;
=== FlightGear on FlightSim.com ===&lt;br /&gt;
FlightGear has also a [https://www.flightsim.com/vbfs/forumdisplay.php?102-FlightGear sub-forum] on flightsim.com - just like the commercial flight sims. It is an opportunity to showcase what FG can do, get people curious and answer any questions they may have with regard to the software or the project.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer events ==&lt;br /&gt;
&amp;lt;!-- === Upcoming events === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Finished events === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == FlightGear events == --&amp;gt;&lt;br /&gt;
&amp;lt;!-- For example presence at FSWeekend --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == Hardware reviews == --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contributing ==&lt;br /&gt;
=== Translators needed ===&lt;br /&gt;
{|&lt;br /&gt;
| [[File:en.gif]]&lt;br /&gt;
| The FlightGear Wiki still needs help for translating it into various languages. If you are interested in making the FlightGear Wiki multilingual, you can start by looking at [[Help:Translate]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:fr.gif]]&lt;br /&gt;
| Le wiki de FlightGear a toujours besoin d'aide pour être traduit en différentes langues. Si vous êtes intéressé par le rendre multilingue, commencez par lire [[:fr:Help:Traduire|Help:Traduire]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:de.gif]]&lt;br /&gt;
| Das FlightGear Wiki benötigt immer noch Hilfe bei der Übersetzung in verschiedene Sprachen. Wenn Du Interesse daran hast, das FlightGear Wiki mehrsprachig zu machen, dann fang mit dem [[:de:Help:Übersetzen|Help:Übersetzen]] an.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:nl.gif]]&lt;br /&gt;
| De FlightGear Wiki kan nog steed hulp gebruiken bij het vertalen van artikelen. Als je interesse hebt om de wiki meertalig te maken, raden we je aan om een kijkje te nemen bij [[:nl:Help:Vertalen|Help:Vertalen]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:es.gif]]&lt;br /&gt;
| La wiki de FlightGear todavía necesita ayuda para traducirla a varios lenguajes. Si estás interesado en hacer la FlightGear wiki multilingüe, entonces comienza en [[:es:Help:Traducir|Help:Traducir]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cat.gif]]&lt;br /&gt;
| La wiki de FlightGear encara necessita ajuda per traduir-la a diverses llengües. Si esteu interessat en fer la wiki de FlightGear multilingüe, llavors comenceu a [[:ca:Help:Traduir|Help:Traduir]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:pt.gif]]&lt;br /&gt;
| A wiki de FlightGear ainda necessita de ajuda para traduzi-la em vários idiomas. Se estás interessado em tornar a wiki de FlightGear multi-lingual, por favor começa em [[:pt:Help:Traduzir|Help:Traduzir]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:zh.gif]]&lt;br /&gt;
| FlightGear 百科仍然需要志愿者将其翻译为各种语言。如果你有兴趣让FlightGear百科支持更多语言, 你可以查看 [[Help:Translate]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== FlightGear logos ===&lt;br /&gt;
If you want some graphic elements for your FlightGear-related site (such as a hangar or YouTube channel), please feel free to visit [[FlightGear logos]] for a repository of logos. And if you have some art skills, please don't hesitate to contribute with your own design creations.&lt;br /&gt;
&lt;br /&gt;
=== Screenshots ===&lt;br /&gt;
The FlightGear project always needs screenshots, which show features that were added since the last release. These should be of good quality, especially in content and technical image properties. It is therefore recommended to use the best viable filter settings ([[anti-aliasing]], texture sharpening, etc.). More info at [[Howto:Make nice screenshots]].&lt;br /&gt;
&lt;br /&gt;
==== Screenshot of the Month ====&lt;br /&gt;
&amp;lt;!--FlightGear's Screenshot of the Month {{#time: F | 2021-01}} 2021 is FIXME by {{usr|FIXME}}&lt;br /&gt;
ADD IMAGE --&amp;gt;&lt;br /&gt;
If you want to participate in the screenshot contest&amp;lt;!-- of {{#time: F | 2021-01 + 1month}}--&amp;gt;, you can submit your candidate to the {{forum link|title=this|f=88|t=}}. Be sure to see the first post for participation rules. For purposes of convenience and organization, at the end of the month or after 20 entries have been submitted, a new forum topic will be started containing all shots in an easy-to-view layout. The voting will then take place there.&amp;lt;!--Once the voting has finished, the best screenshot will be presented in the Newsletter edition of {{#time: F | 2021-01 + 1month}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Thanks for reading {{PAGENAME}}!''&lt;br /&gt;
&lt;br /&gt;
{{Appendix}}&lt;br /&gt;
&amp;lt;!--&amp;lt;small&amp;gt;&amp;lt;div style=&amp;quot;text-align: center; size: 15px&amp;quot;&amp;gt;About the [[FlightGear Newsletter]]  -  Information for [[Template:Welcome to the wiki|new Wiki users]]  -  Manual to the FlightGear Wiki [[Help:Your_first_article#Formatting_the_wiki_text|syntax]]  -  Edit the [[User:Skybike/Template:This_months_newsletter/Newsletter_example|draft]] for coming newsletters&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Changes after 2020.3]]&amp;lt;!--Has a new version been released this month? Use previous version!--&amp;gt;&lt;br /&gt;
[[Category:FlightGear Newsletter|2021 01]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--[[de:FlightGear Newsletter {{#time: F Y | 2021-01 | de }}]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=OpenGL&amp;diff=129366</id>
		<title>OpenGL</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=OpenGL&amp;diff=129366"/>
		<updated>2020-12-04T17:18:23Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: status update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|FlightGear and OpenGL ES}}&lt;br /&gt;
&lt;br /&gt;
'''OpenGL''' ('''Open G'''raphics '''L'''ibrary) is a graphics API used by [[FlightGear]]. It was developed by Silicon Graphics and first released in 1992. &lt;br /&gt;
&lt;br /&gt;
Currently FlightGear requires OpenGL 1.2, but more likely 2.0, and recommends 2.1 or above.&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
Last updated: 11/2020&lt;br /&gt;
&lt;br /&gt;
We’re actively going to switch to Core profile, on next, in the coming months: at least that is James' big goal for 2021 development, personally.&lt;br /&gt;
&lt;br /&gt;
Maybe not getting as far as [[Vulkan Scene Graph|Vulkan/VSG]] (it would be nice but a lot more work….) but certainly getting our use of the OSG API as modern as possible, and getting the shaders into a OpenGL 4.x variant. (Eg, if MoltenGL can host us, that would be good for macOS…)&lt;br /&gt;
&lt;br /&gt;
James would expect as a result of that, we would require OpenGL 4.1 or 4.2 on next: we could do 3.3 at a push but why bother? Apple supports 4.2 [1] and everyone else can update their drivers. Writing clean shaders will be so much easier if we can rely on 4.2 features as a baseline.&lt;br /&gt;
&lt;br /&gt;
That would imply 2020.3 is the last OpenGL 2.x / non-shader release, but James also suspects on plenty of lower-spec machines, using OpenGL 4 and shaders will give us *better* FPS than our current fixed-function code. Given lower-spec machines have Intel graphics and the Intel drivers are terrible bad at fixed-function.&amp;lt;ref&amp;gt;https://sourceforge.net/p/flightgear/mailman/message/37146847/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scott has been working on preparing to make the switch to OpenGL Core Profile &amp;lt;ref&amp;gt;https://sourceforge.net/p/flightgear/mailman/message/37147065/&amp;lt;/ref&amp;gt;:&lt;br /&gt;
* Compile OSG with Core - {{Done}}&lt;br /&gt;
* Disable (a.k.a hack) SG/FG [[FlightGear_and_OpenGL_ES#Affected_features_and_sources|features requiring compatibility profile]] {{Done}}&lt;br /&gt;
* Review GLSL shaders to identify where changes are required - {{Done}}&lt;br /&gt;
* Refactor GLSL shaders  {{Progressbar|90}}&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
* [[Resources#General OpenGL Resources|General OpenGL Resources]]&lt;br /&gt;
* [[Graphics drivers configuration]]&lt;br /&gt;
* [[Graphics Card Profiles]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.opengl.org/ Official website]&lt;br /&gt;
* http://www.sgi.com/products/software/opengl/overview.html&lt;br /&gt;
* http://en.wikibooks.org/wiki/Opengl&lt;br /&gt;
&lt;br /&gt;
==References ==&lt;br /&gt;
{{Appendix}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Software]]&lt;br /&gt;
[[pt:OpenGL]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=OpenGL&amp;diff=129365</id>
		<title>OpenGL</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=OpenGL&amp;diff=129365"/>
		<updated>2020-12-04T17:16:52Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: status update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|FlightGear and OpenGL ES}}&lt;br /&gt;
&lt;br /&gt;
'''OpenGL''' ('''Open G'''raphics '''L'''ibrary) is a graphics API used by [[FlightGear]]. It was developed by Silicon Graphics and first released in 1992. &lt;br /&gt;
&lt;br /&gt;
Currently FlightGear requires OpenGL 1.2, but more likely 2.0, and recommends 2.1 or above.&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
Last updated: 11/2020&lt;br /&gt;
&lt;br /&gt;
We’re actively going to switch to Core profile, on next, in the coming months: at least that is James' big goal for 2021 development, personally.&lt;br /&gt;
&lt;br /&gt;
Maybe not getting as far as [[Vulkan Scene Graph|Vulkan/VSG]] (it would be nice but a lot more work….) but certainly getting our use of the OSG API as modern as possible, and getting the shaders into a OpenGL 4.x variant. (Eg, if MoltenGL can host us, that would be good for macOS…)&lt;br /&gt;
&lt;br /&gt;
James would expect as a result of that, we would require OpenGL 4.1 or 4.2 on next: we could do 3.3 at a push but why bother? Apple supports 4.2 [1] and everyone else can update their drivers. Writing clean shaders will be so much easier if we can rely on 4.2 features as a baseline.&lt;br /&gt;
&lt;br /&gt;
That would imply 2020.3 is the last OpenGL 2.x / non-shader release, but James also suspects on plenty of lower-spec machines, using OpenGL 4 and shaders will give us *better* FPS than our current fixed-function code. Given lower-spec machines have Intel graphics and the Intel drivers are terrible bad at fixed-function.&amp;lt;ref&amp;gt;https://sourceforge.net/p/flightgear/mailman/message/37146847/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scott has been working on preparing to make the switch to OpenGL Core Profile &amp;lt;ref&amp;gt;https://sourceforge.net/p/flightgear/mailman/message/37147065/&amp;lt;/ref&amp;gt;:&lt;br /&gt;
* Compile OSG with Core - {{Done}}&lt;br /&gt;
* Disable (a.k.a hack) SG/FG [[FlightGear_and_OpenGL_ES#Affected_features_and_sources|features requiring compatibility profile]] {{Progressbar|70}}&lt;br /&gt;
* Review GLSL shaders to identify where changes are required - {{Progressbar|100}}&lt;br /&gt;
* Refactor GLSL shaders  {{Progressbar|90}}&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
* [[Resources#General OpenGL Resources|General OpenGL Resources]]&lt;br /&gt;
* [[Graphics drivers configuration]]&lt;br /&gt;
* [[Graphics Card Profiles]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.opengl.org/ Official website]&lt;br /&gt;
* http://www.sgi.com/products/software/opengl/overview.html&lt;br /&gt;
* http://en.wikibooks.org/wiki/Opengl&lt;br /&gt;
&lt;br /&gt;
==References ==&lt;br /&gt;
{{Appendix}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Software]]&lt;br /&gt;
[[pt:OpenGL]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=OpenGL&amp;diff=129317</id>
		<title>OpenGL</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=OpenGL&amp;diff=129317"/>
		<updated>2020-11-30T22:25:21Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: update progress&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|FlightGear and OpenGL ES}}&lt;br /&gt;
&lt;br /&gt;
'''OpenGL''' ('''Open G'''raphics '''L'''ibrary) is a graphics API used by [[FlightGear]]. It was developed by Silicon Graphics and first released in 1992. &lt;br /&gt;
&lt;br /&gt;
Currently FlightGear requires OpenGL 1.2, but more likely 2.0, and recommends 2.1 or above.&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
Last updated: 11/2020&lt;br /&gt;
&lt;br /&gt;
We’re actively going to switch to Core profile, on next, in the coming months: at least that is James' big goal for 2021 development, personally.&lt;br /&gt;
&lt;br /&gt;
Maybe not getting as far as [[Vulkan Scene Graph|Vulkan/VSG]] (it would be nice but a lot more work….) but certainly getting our use of the OSG API as modern as possible, and getting the shaders into a OpenGL 4.x variant. (Eg, if MoltenGL can host us, that would be good for macOS…)&lt;br /&gt;
&lt;br /&gt;
James would expect as a result of that, we would require OpenGL 4.1 or 4.2 on next: we could do 3.3 at a push but why bother? Apple supports 4.2 [1] and everyone else can update their drivers. Writing clean shaders will be so much easier if we can rely on 4.2 features as a baseline.&lt;br /&gt;
&lt;br /&gt;
That would imply 2020.3 is the last OpenGL 2.x / non-shader release, but James also suspects on plenty of lower-spec machines, using OpenGL 4 and shaders will give us *better* FPS than our current fixed-function code. Given lower-spec machines have Intel graphics and the Intel drivers are terrible bad at fixed-function.&amp;lt;ref&amp;gt;https://sourceforge.net/p/flightgear/mailman/message/37146847/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scott has been working on preparing to make the switch to OpenGL Core Profile &amp;lt;ref&amp;gt;https://sourceforge.net/p/flightgear/mailman/message/37147065/&amp;lt;/ref&amp;gt;:&lt;br /&gt;
* Compile OSG with Core - {{Done}}&lt;br /&gt;
* Disable (a.k.a hack) SG/FG features requiring compatibility profile {{Progressbar|70}}&lt;br /&gt;
* Review GLSL shaders to identify where changes are required - {{Progressbar|100}}&lt;br /&gt;
* Refactor GLSL shaders  {{Progressbar|80}}&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
* [[Resources#General OpenGL Resources|General OpenGL Resources]]&lt;br /&gt;
* [[Graphics drivers configuration]]&lt;br /&gt;
* [[Graphics Card Profiles]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.opengl.org/ Official website]&lt;br /&gt;
* http://www.sgi.com/products/software/opengl/overview.html&lt;br /&gt;
* http://en.wikibooks.org/wiki/Opengl&lt;br /&gt;
&lt;br /&gt;
==References ==&lt;br /&gt;
{{Appendix}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Software]]&lt;br /&gt;
[[pt:OpenGL]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_November_2020&amp;diff=129072</id>
		<title>FlightGear Newsletter November 2020</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_November_2020&amp;diff=129072"/>
		<updated>2020-11-19T04:50:32Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: Created preloaded page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
NOTES TO EDITORS&lt;br /&gt;
&lt;br /&gt;
* Headings&lt;br /&gt;
  * DO NOT DELETE HEADINGS prior to final cleanup&lt;br /&gt;
  * Current headings and their order is merely a suggestion based on what have been used earlier&lt;br /&gt;
  * Changes made to headings or structure should also be copied the Newsletter template FIXME&lt;br /&gt;
&lt;br /&gt;
* Discussion, issues and suggestions&lt;br /&gt;
  * Regarding this newsletter issue, please use the discussion page&lt;br /&gt;
  * Regarding the newsletter in general, primarily use the FlightGear Newsletter discussion page (Talk:FlightGear Newsletter)&lt;br /&gt;
  * Regarding this Newsletter template, please use FIXME&lt;br /&gt;
&lt;br /&gt;
* Final cleanup before write protecting&lt;br /&gt;
  * Remove unused headings&lt;br /&gt;
  * Remove {{Appendix}} if not used.&lt;br /&gt;
  * Update &amp;quot;Category: Changes after&amp;quot; to the FG version current at the 1st of this month&lt;br /&gt;
  * Finally remove this comment&lt;br /&gt;
  * Update [[Next Newsletter]] and [[FlightGear Newsletter]]&lt;br /&gt;
&lt;br /&gt;
WARNING: THIS PRELOAD NEWSLETTER HEADER IS LINKED TO A SANDBOX TEMPLATE! WHEN CLEANING UP PLEASE DELETE THIS MESSAGE AND CHANGE THE HEADER BELOW TO:&lt;br /&gt;
+++   {{Newsletter-header|{{#time: F | 2020-11}}}}   +++&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{User:Skybike/Template:Newsletter-header-translate|2020-11}}&lt;br /&gt;
{{TOC_right|limit=2}}&lt;br /&gt;
''We would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers. Everyone with a wiki account (free to register) is welcome to contribute to the newsletter.  If you know about any FlightGear related news or projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter.''&lt;br /&gt;
&lt;br /&gt;
== Development news ==&lt;br /&gt;
&amp;lt;!-- News about FlightGear itself.  The FlightGear mailing list and/or core developers are a good source. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == New software tools and projects == --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Those not being part of FlightGear itself, like for example OpenRadar, TerreMaster or flightgear-atc.alwaysdata.net. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== In the hangar ==&lt;br /&gt;
&amp;lt;!-- News about new and upgraded aircraft and related stuff.  The official forum and other ones usually are a good source for this. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Instruments === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === New aircraft === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Updated aircraft === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Liveries === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Aircraft reviews === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== AI == &lt;br /&gt;
&amp;lt;!--Looking at &amp;quot;In the hangar&amp;quot; or &amp;quot;Scenery corner&amp;quot; we really need a slogan for &amp;quot;AI&amp;quot;--&amp;gt;&lt;br /&gt;
&amp;lt;!-- === AI traffic === --&amp;gt;&lt;br /&gt;
The AI team makes FlightGear more realistic, colorful and lively every month. You can support the important development of ''Interactive Traffic'' and contribute at the FlightGear {{forum link|title=AI|f=23}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === AI scenarios === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scenery corner ==&lt;br /&gt;
&amp;lt;!-- Scenery development news --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Scenery Models === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Airports === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Land cover === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Osm2city === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == Interview with a contributor == --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == Suggested flights == --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Community news ==&lt;br /&gt;
&amp;lt;!-- === FlightGear on YouTube === --&amp;gt;&lt;br /&gt;
&amp;lt;!-- embed video as {{#ev:youtube|VCc6PwRI1LA}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Forum news === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Wiki updates === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== FlightGear on Facebook ===&lt;br /&gt;
Since early December 2010, FlightGear has an [http://www.facebook.com/FlightGear official Facebook page].  If you have a Facebook account please feel free to join the page.&lt;br /&gt;
&lt;br /&gt;
=== FlightGear on Instagram ===&lt;br /&gt;
In January 2018 the [https://www.instagram.com/flightgear_sim/ @flightgear_sim Instagram account] was brought back to life. If you've got nice screenshots to be featured, feel free to {{forum link|text=contact the maintainer|t=33636}}.&lt;br /&gt;
&lt;br /&gt;
=== FlightGear on FlightSim.com ===&lt;br /&gt;
Flightgear has also a [https://www.flightsim.com/vbfs/forumdisplay.php?102-FlightGear sub-forum] on flightsim.com - just like the commercial flightsims. It is an opportunity to showcase what FG can do, get people curious and answer any questions they may have with regard to the software or the project.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer events ==&lt;br /&gt;
&amp;lt;!-- === Upcoming events === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- === Finished events === --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == FlightGear events == --&amp;gt;&lt;br /&gt;
&amp;lt;!-- For example presence at FSWeekend --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == Hardware reviews == --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contributing ==&lt;br /&gt;
&lt;br /&gt;
=== Translators needed ===&lt;br /&gt;
{|&lt;br /&gt;
| [[File:en.gif]]&lt;br /&gt;
| The FlightGear Wiki still needs help for translating it into various languages. If you are interested in making the FlightGear Wiki multilingual, you can start by looking at [[Help:Translate]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:fr.gif]]&lt;br /&gt;
| Le wiki de FlightGear a toujours besoin d'aide pour être traduit en différentes langues. Si vous êtes intéressé par le rendre multilingue, commencez par lire [[:fr:Help:Traduire|Help:Traduire]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:de.gif]]&lt;br /&gt;
| Das FlightGear Wiki benötigt immer noch Hilfe bei der Übersetzung in verschiedene Sprachen. Wenn Du Interesse daran hast, das FlightGear Wiki mehrsprachig zu machen, dann fang mit dem [[:de:Help:Übersetzen|Help:Übersetzen]] an.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:nl.gif]]&lt;br /&gt;
| De FlightGear Wiki kan nog steed hulp gebruiken bij het vertalen van artikelen. Als je interesse hebt om de wiki meertalig te maken, raden we je aan om een kijkje te nemen bij [[:nl:Help:Vertalen|Help:Vertalen]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:es.gif]]&lt;br /&gt;
| La wiki de FlightGear todavía necesita ayuda para traducirla a varios lenguajes. Si estás interesado en hacer la FlightGear wiki multilingüe, entonces comienza en [[:es:Help:Traducir|Help:Traducir]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cat.gif]]&lt;br /&gt;
| La wiki de FlightGear encara necessita ajuda per traduir-la a diverses llengües. Si esteu interessat en fer la wiki de FlightGear multilingüe, llavors comenceu a [[:ca:Help:Traduir|Help:Traduir]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:pt.gif]]&lt;br /&gt;
| A wiki de FlightGear ainda necessita de ajuda para traduzi-la em vários idiomas. Se estás interessado em tornar a wiki de FlightGear multi-lingual, por favor começa em [[:pt:Help:Traduzir|Help:Traduzir]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:zh.gif]]&lt;br /&gt;
| FlightGear 百科仍然需要志愿者将其翻译为各种语言。如果你有兴趣让FlightGear百科支持更多语言, 你可以查看 [[Help:Translate]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== FlightGear logos ===&lt;br /&gt;
If you want some graphic elements for your FlightGear-related site (such as a hangar or YouTube channel), please feel free to visit [[FlightGear logos]] for a repository of logos. And if you have some art skills, please don't hesitate to contribute with your own design creations.&lt;br /&gt;
&lt;br /&gt;
=== Screenshots ===&lt;br /&gt;
The FlightGear project always needs screenshots, which show features that were added since the last release. These should be of good quality, especially in content and technical image properties. It is therefore recommended to use the best viable filter settings ([[anti-aliasing]], texture sharpening, etc.). More info at [[Howto:Make nice screenshots]].&lt;br /&gt;
&lt;br /&gt;
==== Screenshot of the Month ====&lt;br /&gt;
&amp;lt;!--FlightGear's Screenshot of the Month {{#time: F | 2020-11}} 2020 is FIXME by {{usr|FIXME}}&lt;br /&gt;
ADD IMAGE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to participate in the screenshot contest &amp;lt;!--of {{#time: F | 2020-11 + 1month}}--&amp;gt;, you can submit your candidate to {{forum link|title=this|f=19|t= }}. Be sure to see the first post for participation rules. For purposes of convenience and organization, after all the entries have been submitted, a new forum topic will be started containing all shots in an easy-to-view layout. The voting will then take place there. Once the voting has finished, the best screenshot will be presented in the Newsletter&amp;lt;!-- edition of {{#time: F | 2020-11 + 1month}}--&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''Thanks for reading {{PAGENAME}}!''&lt;br /&gt;
&lt;br /&gt;
{{Appendix}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Changes after 2020.3]]&amp;lt;!--Has a new version been released this month? Use previous version!--&amp;gt;&lt;br /&gt;
[[Category:FlightGear Newsletter|2020 11]]&lt;br /&gt;
&lt;br /&gt;
[[de:FlightGear Newsletter {{#time: F Y | 2020-11 | de }}]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Talk:2020_LTS_airport_announcement_and_Iceland_intro_draft&amp;diff=128356</id>
		<title>Talk:2020 LTS airport announcement and Iceland intro draft</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Talk:2020_LTS_airport_announcement_and_Iceland_intro_draft&amp;diff=128356"/>
		<updated>2020-10-28T23:32:25Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: Artwork Names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Artwork Names:&lt;br /&gt;
Rainbow (“Regnbogi”)&lt;br /&gt;
The Jet Nest (“Þotuhreiður”)&lt;br /&gt;
[[User:Scttgs|xDraconian]] ([[User talk:Scttgs|talk]]) 19:32, 28 October 2020 (EDT)&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto_talk:Work_with_AC3D_files_in_Blender&amp;diff=126398</id>
		<title>Howto talk:Work with AC3D files in Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto_talk:Work_with_AC3D_files_in_Blender&amp;diff=126398"/>
		<updated>2020-07-17T17:50:41Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: Why is 2.83 LTS not supported?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blender 2.83 LTS is declared to not be supported.  What is the issue?  I'm using Blender 2.90 successfully.&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Enhancement_requests&amp;diff=126067</id>
		<title>Enhancement requests</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Enhancement_requests&amp;diff=126067"/>
		<updated>2020-07-06T04:34:21Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Describe the feature you would like to see implemented. Be as precise as possible and include additional information (e.g. links to certain websites). Please limit the request to reasonably small and simple features. Fundamental changes need to be discussed on the mailing list.&lt;br /&gt;
&lt;br /&gt;
=== fgcom and radio through different sound device  ===&lt;br /&gt;
It would be nice, if fgcom and all radio sounds could be routed through a different sound device. In noisy aircraft it is hard to hear anything. USB headsets are separate sound devices.&lt;br /&gt;
Is that possible (on Linux)?&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1641&lt;br /&gt;
&lt;br /&gt;
=== Making screenshots every 1..100 milliseconds and sending it by UDP or another protocol ===&lt;br /&gt;
There is no ability in FlightGear to take frames from screen and send it permanently to another programm \(to computer vision system, for example\).&lt;br /&gt;
It may be a good feature, that can do it.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1647&lt;br /&gt;
&lt;br /&gt;
=== Manual view ordering ===&lt;br /&gt;
Currently if you want to have overhead panel, for example, to have one click away from the cockpit view, you have to a) contact the developer and hope that they find that order useful too or b) change it yourself. Choise 'b' isn't a big issue with production planes but it can become a hassle with those in active development. Also it can be very comforting for players who just want to fly.&lt;br /&gt;
&lt;br /&gt;
Is it possible to change the menu so one could manually create a custom view order, for example moving the items up and down the list?&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1664&lt;br /&gt;
&lt;br /&gt;
=== Callsigns should be secured ===&lt;br /&gt;
The system that handles callsigns in multiplayer should be secured so that callsigns cannot be spoofed. A few days ago, I was involved in an incident in the KSFO area, connected with mpserver16, where an unknown individual began spoofing callsigns and used the callsigns of random pilots to make numerous racist jokes and comments.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1679&lt;br /&gt;
&lt;br /&gt;
=== Canvas: Inverse clipping ===&lt;br /&gt;
Especially in HUD development it would be very useful to have opposite clipping in canvas.&lt;br /&gt;
&lt;br /&gt;
Right now we can do this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;item.set(&amp;quot;clip&amp;quot;, &amp;quot;rect(62px, 687px, 262px, 337px)&amp;quot;);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Would be nice if we could do the opposite, set a rectangle where there should not be drawn:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;item.set(&amp;quot;inv-clip&amp;quot;, &amp;quot;rect(62px, 687px, 262px, 337px)&amp;quot;);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1686&lt;br /&gt;
&lt;br /&gt;
=== Aircraft Ratings Submission System in &amp;quot;Download Aircraft&amp;quot; webpage ===&lt;br /&gt;
we got to focus on creating a better &amp;quot;Aircraft Download&amp;quot; webpage with more functionality. Here are some ideas for consideration:&lt;br /&gt;
&lt;br /&gt;
1.) Allow registered users thump up/down aircrafts and allow &amp;quot;sort by rating&amp;quot;.&lt;br /&gt;
2.) Keep download stats to allow &amp;quot;short by downloads&amp;quot;&lt;br /&gt;
3.) Allow registered users to easily submit a different rating than the one the author set for Cockpit, FDM, Model and Systems. We may then show an average of these ratings as an alternative, or automatically perform re-evaluation of the shown data if a certain number of user ratings deviate greatly from what the author set. This will help us: a.) quickly rate all the unrated aircrafts, b.) raise the ratings of the underated models (strict/perfectionist authors) and c.) lower the rating of planes that have been over-rated.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1699&lt;br /&gt;
&lt;br /&gt;
=== flightgear does not read groundnets from apt.dat.gz  ===&lt;br /&gt;
there are far more parking positions in apt.dat than in the xml files but flightgear does not use them so far.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1753&lt;br /&gt;
&lt;br /&gt;
==== Decision: Implement during World Scenery 3.0 ====&lt;br /&gt;
&lt;br /&gt;
=== non-solid taxi lines and other markings ===&lt;br /&gt;
Is it possible to make the taxilines non solid (and other)? At some airports the yellow taxilines are few centimeter higher than the ground, he plane jump up and down.&lt;br /&gt;
&lt;br /&gt;
Maybe it is possible to interpolate new nodes for the line and to recalculate new elevations.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1767&lt;br /&gt;
==== Decision: Implement during World Scenery 3.0 ====&lt;br /&gt;
&lt;br /&gt;
=== Tutorials should instruct how to turn cockpit lights on ===&lt;br /&gt;
All tutorials don't seem to reflect that if the scenario starts in the dark/night the first step is to get some light in order to be able to see something, i.e. turn the cockpit lights on or light a candle or else.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1838&lt;br /&gt;
&lt;br /&gt;
=== Suggestion: private chat messages for private ATC coordination ===&lt;br /&gt;
FGMS allows for no private chat messages. This is actually realistic when speaking of pilots, but not of ATCs who cannot coordinate without using third-party software. Mumble often being used for controlling, it is hard to be in two channels at once. IRC #atc could be an option, but it seems a good idea to me to also allow for private chat between players.&lt;br /&gt;
I see a &amp;quot;chat&amp;quot; FGMS msg type is deprecated. Could we revive that to use it as a private channel?&lt;br /&gt;
&lt;br /&gt;
I can suggest this elsewhere instead (like to Wolfram for his hondover server), but if integrated to fgms, ATCs could use it to address pilots as well. Most other MP environments offer such feature to allow offline chats about connection, spawn position, and all of that stuff currently filling most of the controlled FG sessions.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1881&lt;br /&gt;
&lt;br /&gt;
=== All FG instances run on CPU0 ===&lt;br /&gt;
all FG instances run on CPU0 so their framerate drop. I have to manually move processes onto different cores with &amp;quot;taskset -cp CORE PID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1943&lt;br /&gt;
&lt;br /&gt;
=== Save FOV settings ===&lt;br /&gt;
Currently flightgear does not store FOV values associated with zoom levels used in each view. That would be nice to have especially on multiple or extra wide screen setups where you always have to adjust the FOV value for each view. Same when using the mouse to pan around (after putting the mouse in pan mode with the tab key), if you click to set back the view to default angle, the zoom level/FOV is reset to its default 0 value and should rather stay at the value that has been set using the x/X key.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1970&lt;br /&gt;
&lt;br /&gt;
=== Recompress Textures with e.g. optipng ===&lt;br /&gt;
Several textures are not &amp;quot;optimized&amp;quot;, i.e. the PNG data can be recompressed in a more optimal way, losslessly.&lt;br /&gt;
&lt;br /&gt;
For e.g. the Textures/Sky/ directory, using &amp;quot;optipng -o3 -dir opt&amp;quot; reduces the size from 3396 kByte to 3164 kByte, a reduction of 7%. Globe/world.topo.bathy.200407.3x4096x2048.png can be reduced to 8.6 MByte (from 11.3 MByte, i.e -24%).&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #2038&lt;br /&gt;
&lt;br /&gt;
=== Feature Request: **Provide functionality to maintain customisations during future upgrades**&lt;br /&gt;
I'd like to upgrade from version X to version Y but, I don't want to lose all of the customisations made to my /Data directory. These include new and custom AI scripts, Bombable entries, Nasal scripts etc and, of course, scenery files.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #2082&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Enhancement_requests&amp;diff=126066</id>
		<title>Enhancement requests</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Enhancement_requests&amp;diff=126066"/>
		<updated>2020-07-06T04:21:25Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Describe the feature you would like to see implemented. Be as precise as possible and include additional information (e.g. links to certain websites). Please limit the request to reasonably small and simple features. Fundamental changes need to be discussed on the mailing list.&lt;br /&gt;
&lt;br /&gt;
=== fgcom and radio through different sound device  ===&lt;br /&gt;
It would be nice, if fgcom and all radio sounds could be routed through a different sound device. In noisy aircraft it is hard to hear anything. USB headsets are separate sound devices.&lt;br /&gt;
Is that possible (on Linux)?&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1641&lt;br /&gt;
&lt;br /&gt;
=== Making screenshots every 1..100 milliseconds and sending it by UDP or another protocol ===&lt;br /&gt;
There is no ability in FlightGear to take frames from screen and send it permanently to another programm \(to computer vision system, for example\).&lt;br /&gt;
It may be a good feature, that can do it.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1647&lt;br /&gt;
&lt;br /&gt;
=== Manual view ordering ===&lt;br /&gt;
Currently if you want to have overhead panel, for example, to have one click away from the cockpit view, you have to a) contact the developer and hope that they find that order useful too or b) change it yourself. Choise 'b' isn't a big issue with production planes but it can become a hassle with those in active development. Also it can be very comforting for players who just want to fly.&lt;br /&gt;
&lt;br /&gt;
Is it possible to change the menu so one could manually create a custom view order, for example moving the items up and down the list?&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1664&lt;br /&gt;
&lt;br /&gt;
=== Callsigns should be secured ===&lt;br /&gt;
The system that handles callsigns in multiplayer should be secured so that callsigns cannot be spoofed. A few days ago, I was involved in an incident in the KSFO area, connected with mpserver16, where an unknown individual began spoofing callsigns and used the callsigns of random pilots to make numerous racist jokes and comments.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1679&lt;br /&gt;
&lt;br /&gt;
=== Canvas: Inverse clipping ===&lt;br /&gt;
Especially in HUD development it would be very useful to have opposite clipping in canvas.&lt;br /&gt;
&lt;br /&gt;
Right now we can do this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;item.set(&amp;quot;clip&amp;quot;, &amp;quot;rect(62px, 687px, 262px, 337px)&amp;quot;);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Would be nice if we could do the opposite, set a rectangle where there should not be drawn:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;item.set(&amp;quot;inv-clip&amp;quot;, &amp;quot;rect(62px, 687px, 262px, 337px)&amp;quot;);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1686&lt;br /&gt;
&lt;br /&gt;
=== Aircraft Ratings Submission System in &amp;quot;Download Aircraft&amp;quot; webpage ===&lt;br /&gt;
we got to focus on creating a better &amp;quot;Aircraft Download&amp;quot; webpage with more functionality. Here are some ideas for consideration:&lt;br /&gt;
&lt;br /&gt;
1.) Allow registered users thump up/down aircrafts and allow &amp;quot;sort by rating&amp;quot;.&lt;br /&gt;
2.) Keep download stats to allow &amp;quot;short by downloads&amp;quot;&lt;br /&gt;
3.) Allow registered users to easily submit a different rating than the one the author set for Cockpit, FDM, Model and Systems. We may then show an average of these ratings as an alternative, or automatically perform re-evaluation of the shown data if a certain number of user ratings deviate greatly from what the author set. This will help us: a.) quickly rate all the unrated aircrafts, b.) raise the ratings of the underated models (strict/perfectionist authors) and c.) lower the rating of planes that have been over-rated.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1699&lt;br /&gt;
&lt;br /&gt;
=== flightgear does not read groundnets from apt.dat.gz  ===&lt;br /&gt;
there are far more parking positions in apt.dat than in the xml files but flightgear does not use them so far.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1753&lt;br /&gt;
&lt;br /&gt;
==== Decision: Implement during World Scenery 3.0 ====&lt;br /&gt;
&lt;br /&gt;
=== non-solid taxi lines and other markings ===&lt;br /&gt;
Is it possible to make the taxilines non solid (and other)? At some airports the yellow taxilines are few centimeter higher than the ground, he plane jump up and down.&lt;br /&gt;
&lt;br /&gt;
Maybe it is possible to interpolate new nodes for the line and to recalculate new elevations.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1767&lt;br /&gt;
==== Decision: Implement during World Scenery 3.0 ====&lt;br /&gt;
&lt;br /&gt;
=== Tutorials should instruct how to turn cockpit lights on ===&lt;br /&gt;
All tutorials don't seem to reflect that if the scenario starts in the dark/night the first step is to get some light in order to be able to see something, i.e. turn the cockpit lights on or light a candle or else.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1838&lt;br /&gt;
&lt;br /&gt;
=== Suggestion: private chat messages for private ATC coordination ===&lt;br /&gt;
FGMS allows for no private chat messages. This is actually realistic when speaking of pilots, but not of ATCs who cannot coordinate without using third-party software. Mumble often being used for controlling, it is hard to be in two channels at once. IRC #atc could be an option, but it seems a good idea to me to also allow for private chat between players.&lt;br /&gt;
I see a &amp;quot;chat&amp;quot; FGMS msg type is deprecated. Could we revive that to use it as a private channel?&lt;br /&gt;
&lt;br /&gt;
I can suggest this elsewhere instead (like to Wolfram for his hondover server), but if integrated to fgms, ATCs could use it to address pilots as well. Most other MP environments offer such feature to allow offline chats about connection, spawn position, and all of that stuff currently filling most of the controlled FG sessions.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1881&lt;br /&gt;
&lt;br /&gt;
=== All FG instances run on CPU0 ===&lt;br /&gt;
all FG instances run on CPU0 so their framerate drop. I have to manually move processes onto different cores with &amp;quot;taskset -cp CORE PID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1943&lt;br /&gt;
&lt;br /&gt;
=== Save FOV settings ===&lt;br /&gt;
Currently flightgear does not store FOV values associated with zoom levels used in each view. That would be nice to have especially on multiple or extra wide screen setups where you always have to adjust the FOV value for each view. Same when using the mouse to pan around (after putting the mouse in pan mode with the tab key), if you click to set back the view to default angle, the zoom level/FOV is reset to its default 0 value and should rather stay at the value that has been set using the x/X key.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1970&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Enhancement_requests&amp;diff=126065</id>
		<title>Enhancement requests</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Enhancement_requests&amp;diff=126065"/>
		<updated>2020-07-06T03:14:30Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Describe the feature you would like to see implemented. Be as precise as possible and include additional information (e.g. links to certain websites). Please limit the request to reasonably small and simple features. Fundamental changes need to be discussed on the mailing list.&lt;br /&gt;
&lt;br /&gt;
=== fgcom and radio through different sound device  ===&lt;br /&gt;
It would be nice, if fgcom and all radio sounds could be routed through a different sound device. In noisy aircraft it is hard to hear anything. USB headsets are separate sound devices.&lt;br /&gt;
Is that possible (on Linux)?&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1641&lt;br /&gt;
&lt;br /&gt;
=== Making screenshots every 1..100 milliseconds and sending it by UDP or another protocol ===&lt;br /&gt;
There is no ability in FlightGear to take frames from screen and send it permanently to another programm \(to computer vision system, for example\).&lt;br /&gt;
It may be a good feature, that can do it.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1647&lt;br /&gt;
&lt;br /&gt;
=== Manual view ordering ===&lt;br /&gt;
Currently if you want to have overhead panel, for example, to have one click away from the cockpit view, you have to a) contact the developer and hope that they find that order useful too or b) change it yourself. Choise 'b' isn't a big issue with production planes but it can become a hassle with those in active development. Also it can be very comforting for players who just want to fly.&lt;br /&gt;
&lt;br /&gt;
Is it possible to change the menu so one could manually create a custom view order, for example moving the items up and down the list?&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1664&lt;br /&gt;
&lt;br /&gt;
=== Callsigns should be secured ===&lt;br /&gt;
The system that handles callsigns in multiplayer should be secured so that callsigns cannot be spoofed. A few days ago, I was involved in an incident in the KSFO area, connected with mpserver16, where an unknown individual began spoofing callsigns and used the callsigns of random pilots to make numerous racist jokes and comments.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1679&lt;br /&gt;
&lt;br /&gt;
=== Canvas: Inverse clipping ===&lt;br /&gt;
Especially in HUD development it would be very useful to have opposite clipping in canvas.&lt;br /&gt;
&lt;br /&gt;
Right now we can do this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;item.set(&amp;quot;clip&amp;quot;, &amp;quot;rect(62px, 687px, 262px, 337px)&amp;quot;);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Would be nice if we could do the opposite, set a rectangle where there should not be drawn:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;item.set(&amp;quot;inv-clip&amp;quot;, &amp;quot;rect(62px, 687px, 262px, 337px)&amp;quot;);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1686&lt;br /&gt;
&lt;br /&gt;
=== Aircraft Ratings Submission System in &amp;quot;Download Aircraft&amp;quot; webpage ===&lt;br /&gt;
we got to focus on creating a better &amp;quot;Aircraft Download&amp;quot; webpage with more functionality. Here are some ideas for consideration:&lt;br /&gt;
&lt;br /&gt;
1.) Allow registered users thump up/down aircrafts and allow &amp;quot;sort by rating&amp;quot;.&lt;br /&gt;
2.) Keep download stats to allow &amp;quot;short by downloads&amp;quot;&lt;br /&gt;
3.) Allow registered users to easily submit a different rating than the one the author set for Cockpit, FDM, Model and Systems. We may then show an average of these ratings as an alternative, or automatically perform re-evaluation of the shown data if a certain number of user ratings deviate greatly from what the author set. This will help us: a.) quickly rate all the unrated aircrafts, b.) raise the ratings of the underated models (strict/perfectionist authors) and c.) lower the rating of planes that have been over-rated.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1699&lt;br /&gt;
&lt;br /&gt;
=== flightgear does not read groundnets from apt.dat.gz  ===&lt;br /&gt;
there are far more parking positions in apt.dat than in the xml files but flightgear does not use them so far.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1753&lt;br /&gt;
==== Decision: Implement during World Scenery 3.0 ====&lt;br /&gt;
&lt;br /&gt;
=== non-solid taxi lines and other markings ===&lt;br /&gt;
Is it possible to make the taxilines non solid (and other)? At some airports the yellow taxilines are few centimeter higher than the ground, he plane jump up and down.&lt;br /&gt;
&lt;br /&gt;
Maybe it is possible to interpolate new nodes for the line and to recalculate new elevations.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1767&lt;br /&gt;
==== Decision: Implement during World Scenery 3.0 ====&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Enhancement_requests&amp;diff=126064</id>
		<title>Enhancement requests</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Enhancement_requests&amp;diff=126064"/>
		<updated>2020-07-06T02:55:05Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Describe the feature you would like to see implemented. Be as precise as possible and include additional information (e.g. links to certain websites). Please limit the request to reasonably small and simple features. Fundamental changes need to be discussed on the mailing list.&lt;br /&gt;
&lt;br /&gt;
=== fgcom and radio through different sound device  ===&lt;br /&gt;
It would be nice, if fgcom and all radio sounds could be routed through a different sound device. In noisy aircraft it is hard to hear anything. USB headsets are separate sound devices.&lt;br /&gt;
Is that possible (on Linux)?&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1641&lt;br /&gt;
&lt;br /&gt;
=== Making screenshots every 1..100 milliseconds and sending it by UDP or another protocol ===&lt;br /&gt;
There is no ability in FlightGear to take frames from screen and send it permanently to another programm \(to computer vision system, for example\).&lt;br /&gt;
It may be a good feature, that can do it.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1647&lt;br /&gt;
&lt;br /&gt;
=== Manual view ordering ===&lt;br /&gt;
Currently if you want to have overhead panel, for example, to have one click away from the cockpit view, you have to a) contact the developer and hope that they find that order useful too or b) change it yourself. Choise 'b' isn't a big issue with production planes but it can become a hassle with those in active development. Also it can be very comforting for players who just want to fly.&lt;br /&gt;
&lt;br /&gt;
Is it possible to change the menu so one could manually create a custom view order, for example moving the items up and down the list?&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1664&lt;br /&gt;
&lt;br /&gt;
=== Callsigns should be secured ===&lt;br /&gt;
The system that handles callsigns in multiplayer should be secured so that callsigns cannot be spoofed. A few days ago, I was involved in an incident in the KSFO area, connected with mpserver16, where an unknown individual began spoofing callsigns and used the callsigns of random pilots to make numerous racist jokes and comments.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1679&lt;br /&gt;
&lt;br /&gt;
=== Canvas: Inverse clipping ===&lt;br /&gt;
Especially in HUD development it would be very useful to have opposite clipping in canvas.&lt;br /&gt;
&lt;br /&gt;
Right now we can do this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;item.set(&amp;quot;clip&amp;quot;, &amp;quot;rect(62px, 687px, 262px, 337px)&amp;quot;);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Would be nice if we could do the opposite, set a rectangle where there should not be drawn:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;item.set(&amp;quot;inv-clip&amp;quot;, &amp;quot;rect(62px, 687px, 262px, 337px)&amp;quot;);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1686&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Enhancement_requests&amp;diff=126063</id>
		<title>Enhancement requests</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Enhancement_requests&amp;diff=126063"/>
		<updated>2020-07-06T02:50:43Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Describe the feature you would like to see implemented. Be as precise as possible and include additional information (e.g. links to certain websites). Please limit the request to reasonably small and simple features. Fundamental changes need to be discussed on the mailing list.&lt;br /&gt;
&lt;br /&gt;
=== fgcom and radio through different sound device  ===&lt;br /&gt;
It would be nice, if fgcom and all radio sounds could be routed through a different sound device. In noisy aircraft it is hard to hear anything. USB headsets are separate sound devices.&lt;br /&gt;
Is that possible (on Linux)?&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1641&lt;br /&gt;
&lt;br /&gt;
=== Making screenshots every 1..100 milliseconds and sending it by UDP or another protocol ===&lt;br /&gt;
There is no ability in FlightGear to take frames from screen and send it permanently to another programm \(to computer vision system, for example\).&lt;br /&gt;
It may be a good feature, that can do it.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1647&lt;br /&gt;
&lt;br /&gt;
=== Manual view ordering ===&lt;br /&gt;
Currently if you want to have overhead panel, for example, to have one click away from the cockpit view, you have to a) contact the developer and hope that they find that order useful too or b) change it yourself. Choise 'b' isn't a big issue with production planes but it can become a hassle with those in active development. Also it can be very comforting for players who just want to fly.&lt;br /&gt;
&lt;br /&gt;
Is it possible to change the menu so one could manually create a custom view order, for example moving the items up and down the list?&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1664&lt;br /&gt;
&lt;br /&gt;
=== Callsigns should be secured ===&lt;br /&gt;
The system that handles callsigns in multiplayer should be secured so that callsigns cannot be spoofed. A few days ago, I was involved in an incident in the KSFO area, connected with mpserver16, where an unknown individual began spoofing callsigns and used the callsigns of random pilots to make numerous racist jokes and comments.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1679&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Enhancement_requests&amp;diff=126062</id>
		<title>Enhancement requests</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Enhancement_requests&amp;diff=126062"/>
		<updated>2020-07-06T02:43:07Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== fgcom and radio through different sound device  ===&lt;br /&gt;
It would be nice, if fgcom and all radio sounds could be routed through a different sound device. In noisy aircraft it is hard to hear anything. USB headsets are separate sound devices.&lt;br /&gt;
Is that possible (on Linux)?&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1641&lt;br /&gt;
&lt;br /&gt;
=== Making screenshots every 1..100 milliseconds and sending it by UDP or another protocol ===&lt;br /&gt;
There is no ability in FlightGear to take frames from screen and send it permanently to another programm \(to computer vision system, for example\).&lt;br /&gt;
It may be a good feature, that can do it.&lt;br /&gt;
&lt;br /&gt;
Source: Ticket #1647&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Enhancement_requests&amp;diff=126061</id>
		<title>Enhancement requests</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Enhancement_requests&amp;diff=126061"/>
		<updated>2020-07-06T02:31:29Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: Wiki page to capture feature enhancement requests&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Making screenshots every 1..100 milliseconds and sending it by UDP or another protocol ===&lt;br /&gt;
There is no ability in FlightGear to take frames from screen and send it permanently to another programm \(to computer vision system, for example\).&lt;br /&gt;
It may be a good feature, that can do it.&lt;br /&gt;
Source: Ticket #1647&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=126024</id>
		<title>World Scenery 3.0 roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=126024"/>
		<updated>2020-07-02T16:04:16Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Scenery Core Development}}&lt;br /&gt;
{{See also|TerraGear roadmap}}&lt;br /&gt;
{{Project&lt;br /&gt;
|name = World Scenery 3.0&lt;br /&gt;
|description = New world-wide scenery&lt;br /&gt;
|start-date = 2019-Sep&lt;br /&gt;
|current-status = Active&lt;br /&gt;
|developers = Scott Giese&amp;lt;br/&amp;gt;Richard Harrison&amp;lt;br/&amp;gt;Stuart Buchanan&lt;br /&gt;
&lt;br /&gt;
|motivation-body = &lt;br /&gt;
{{Main article|Virtual Planet Builder}}&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |Virtual Planet Builder (VPB) is OSG's terrain-database-building tool.&lt;br /&gt;
It loads GIS elevation data for a&lt;br /&gt;
region, combines it with imagery and produces a spatially-balanced&lt;br /&gt;
quadtree tiled database that can be navigated simply by loading the&lt;br /&gt;
top-level file. All of the LOD Ranges are pre-configured and the&lt;br /&gt;
DatabasePager automatically loads and unloads different segments of&lt;br /&gt;
terrain without any supporting userspace code required. VPB can build&lt;br /&gt;
terrain models ranging from a small area to the entire planet. These&lt;br /&gt;
databases can be fluidly navigated at 60fps from outer space down to&lt;br /&gt;
ground level with no interruptions. The terrain models are built of&lt;br /&gt;
regular grid arrays with optional edge-skirts to conceal any cracks&lt;br /&gt;
caused by adjacent LOD differences.&amp;lt;br/&amp;gt;&lt;br /&gt;
  |{{cite web |url=http://alphapixel.com/wp-content/uploads/2015/04/OpenSceneGraph-OSG-Virtual-Planet-Builder-VPB-OSGDEM.pdf&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;OpenScenGraph's Virtual Planet Builder/OSGDEM&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |publisher=&amp;lt;nowiki&amp;gt;AlphaPixel, LLC&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|objective-body =&lt;br /&gt;
Produce high-quality scenery using the best-known practices.&lt;br /&gt;
&lt;br /&gt;
TerraGear becomes obsolete in favor of VPB.&lt;br /&gt;
&lt;br /&gt;
OpenGL 3.3 Core Profile: WS3.0 will require us to eliminate the usage of the fixed-function pipeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Shader-based Rendering: All of the terrain renderings will be done via GLSL shaders.&amp;lt;br/&amp;gt;&lt;br /&gt;
OSG Core: OpenSceneGraph will require targeting of the OpenGL Core Profile.&lt;br /&gt;
&lt;br /&gt;
WS3.0 will continue to cooperate with osm2city.&lt;br /&gt;
&lt;br /&gt;
Easy upgrade: Airport layouts will be generated in real-time. Apt.dat will continue to be the primary source for airport layouts.&lt;br /&gt;
Airports will be draped over the terrain. This eliminates the need to cut airport layouts into the underlying terrain.&lt;br /&gt;
&lt;br /&gt;
|background-body =&lt;br /&gt;
=== Data Sources ===&lt;br /&gt;
&lt;br /&gt;
:;SRTMGL3.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL3.003/&lt;br /&gt;
:;SRTMGL1.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL1.003/&lt;br /&gt;
:;Global Land Cover:: https://lcviewer.vito.be/&lt;br /&gt;
:;Natural Earth:: https://www.naturalearthdata.com/&lt;br /&gt;
&lt;br /&gt;
|status-body =&lt;br /&gt;
Proof of Concept  {{progressbar|100}}&lt;br /&gt;
* VPB {{done}}&lt;br /&gt;
* osgOcean {{done}}&lt;br /&gt;
* osgVegetation {{done}}&lt;br /&gt;
* Generate terrain for Hawaii {{done}}&lt;br /&gt;
* Hack Hawaii VPB into FG {{done}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OSG {{progressbar|70}}&lt;br /&gt;
* Core Profile: {{done}}&lt;br /&gt;
* GLVND Support: {{done}}&lt;br /&gt;
* glTF Plugin Support: {{ongoing}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gallery&lt;br /&gt;
| title  = Standard-Fidelity&lt;br /&gt;
| align  = right&lt;br /&gt;
| N00-N10-LC100m-SRTMGL3.png | N00-N60 lat&lt;br /&gt;
| Africa-LC100m-SRTMGL3.png | Africa Land Coverage&lt;br /&gt;
| Africa-Natural.png | Natural Earth&lt;br /&gt;
| Ocean-N00-N90.png | Ocean Fill&lt;br /&gt;
}}&lt;br /&gt;
=== Standard-Fidelity - 90m SRTMGL3 - 100m Global Land Cover ===&lt;br /&gt;
&lt;br /&gt;
=== Northern Hemisphere: 152.3 GB ===&lt;br /&gt;
=== Southern Hemisphere: 57.4 GB ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|70}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL3.003 {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|70}}&lt;br /&gt;
* Process through VPB {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|70}}&lt;br /&gt;
* Ocean {{done}}&lt;br /&gt;
** Northern: {{progressbar|100}}&lt;br /&gt;
** Southern: {{progressbar|100}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High-Fidelity - 30m SRTMGL1 - Best Available Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|30}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL1.003 {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
* Process through VPB {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|news-body=&lt;br /&gt;
The northern hemisphere, up to N60, has been completed. The southern hemisphere, above S56, has been completed.&lt;br /&gt;
SRTM data was not captured above N60 and below S56, so alternative data sources need to be procured.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Oceans are complete.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gallery&lt;br /&gt;
| title  = Standard-Fidelity Gallery&lt;br /&gt;
| align  = center&lt;br /&gt;
| Terrain-Mesh.jpg | WS3 Terrain Mesh&lt;br /&gt;
| S10-N60-LC100m-SRTMGL3.png | Asia/India&lt;br /&gt;
| N00-N10-LC100m-SRTMGL3.png | Europe&lt;br /&gt;
| N00-N40-LC100m-SRTMGL3.png | USA&lt;br /&gt;
| Africa-LC100m-SRTMGL3.png | Land Coverage&lt;br /&gt;
| Africa-Natural.png | Natural Earth&lt;br /&gt;
| Africa-Natural2.png | Natural Earth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
For the experimental runtime generated mesh/landclassing engine - which may become WS3.0 - see [[Experimental terrain engine]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Development projects‎]]&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=126023</id>
		<title>World Scenery 3.0 roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=126023"/>
		<updated>2020-07-02T15:36:24Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: Completed Ocean&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Scenery Core Development}}&lt;br /&gt;
{{See also|TerraGear roadmap}}&lt;br /&gt;
{{Project&lt;br /&gt;
|name = World Scenery 3.0&lt;br /&gt;
|description = New world-wide scenery&lt;br /&gt;
|start-date = 2019-Sep&lt;br /&gt;
|current-status = Active&lt;br /&gt;
|developers = Scott Giese&amp;lt;br/&amp;gt;Richard Harrison&amp;lt;br/&amp;gt;Stuart Buchanan&lt;br /&gt;
&lt;br /&gt;
|motivation-body = &lt;br /&gt;
{{Main article|Virtual Planet Builder}}&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |Virtual Planet Builder (VPB) is OSG's terrain-database-building tool.&lt;br /&gt;
It loads GIS elevation data for a&lt;br /&gt;
region, combines it with imagery and produces a spatially-balanced&lt;br /&gt;
quadtree tiled database that can be navigated simply by loading the&lt;br /&gt;
top-level file. All of the LOD Ranges are pre-configured and the&lt;br /&gt;
DatabasePager automatically loads and unloads different segments of&lt;br /&gt;
terrain without any supporting userspace code required. VPB can build&lt;br /&gt;
terrain models ranging from a small area to the entire planet. These&lt;br /&gt;
databases can be fluidly navigated at 60fps from outer space down to&lt;br /&gt;
ground level with no interruptions. The terrain models are built of&lt;br /&gt;
regular grid arrays with optional edge-skirts to conceal any cracks&lt;br /&gt;
caused by adjacent LOD differences.&amp;lt;br/&amp;gt;&lt;br /&gt;
  |{{cite web |url=http://alphapixel.com/wp-content/uploads/2015/04/OpenSceneGraph-OSG-Virtual-Planet-Builder-VPB-OSGDEM.pdf&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;OpenScenGraph's Virtual Planet Builder/OSGDEM&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |publisher=&amp;lt;nowiki&amp;gt;AlphaPixel, LLC&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|objective-body =&lt;br /&gt;
Produce high-quality scenery using the best-known practices.&lt;br /&gt;
&lt;br /&gt;
TerraGear becomes obsolete in favor of VPB.&lt;br /&gt;
&lt;br /&gt;
OpenGL 3.3 Core Profile: WS3.0 will require us to eliminate the usage of the fixed-function pipeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Shader-based Rendering: All of the terrain renderings will be done via GLSL shaders.&amp;lt;br/&amp;gt;&lt;br /&gt;
OSG Core: OpenSceneGraph will require targeting of the OpenGL Core Profile.&lt;br /&gt;
&lt;br /&gt;
WS3.0 will continue to cooperate with osm2city.&lt;br /&gt;
&lt;br /&gt;
Easy upgrade: Airport layouts will be generated in real-time. Apt.dat will continue to be the primary source for airport layouts.&lt;br /&gt;
Airports will be draped over the terrain. This eliminates the need to cut airport layouts into the underlying terrain.&lt;br /&gt;
&lt;br /&gt;
|background-body =&lt;br /&gt;
=== Data Sources ===&lt;br /&gt;
&lt;br /&gt;
:;SRTMGL3.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL3.003/&lt;br /&gt;
:;SRTMGL1.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL1.003/&lt;br /&gt;
:;Global Land Cover:: https://lcviewer.vito.be/&lt;br /&gt;
:;Natural Earth:: https://www.naturalearthdata.com/&lt;br /&gt;
&lt;br /&gt;
|status-body =&lt;br /&gt;
Proof of Concept  {{progressbar|100}}&lt;br /&gt;
* VPB {{done}}&lt;br /&gt;
* osgOcean {{done}}&lt;br /&gt;
* osgVegetation {{done}}&lt;br /&gt;
* Generate terrain for Hawaii {{done}}&lt;br /&gt;
* Hack Hawaii VPB into FG {{done}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OSG {{progressbar|70}}&lt;br /&gt;
* Core Profile: {{done}}&lt;br /&gt;
* GLVND Support: {{done}}&lt;br /&gt;
* glTF Plugin Support: {{ongoing}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gallery&lt;br /&gt;
| title  = Standard-Fidelity&lt;br /&gt;
| align  = right&lt;br /&gt;
| N00-N10-LC100m-SRTMGL3.png | N00-N60 lat&lt;br /&gt;
| Africa-LC100m-SRTMGL3.png | Africa Land Coverage&lt;br /&gt;
| Africa-Natural.png | Natural Earth&lt;br /&gt;
| Ocean-N00-N90.png | Ocean Fill&lt;br /&gt;
}}&lt;br /&gt;
=== Standard-Fidelity - 90m SRTMGL3 - 100m Global Land Cover ===&lt;br /&gt;
&lt;br /&gt;
=== Northern Hemisphere: 152.3 GB ===&lt;br /&gt;
=== Southern Hemisphere: 57.4 GB ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|70}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL3.003 {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|70}}&lt;br /&gt;
* Process through VPB {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|70}}&lt;br /&gt;
* Ocean {{done}}&lt;br /&gt;
** Northern: {{progressbar|100}}&lt;br /&gt;
** Southern: {{progressbar|100}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High-Fidelity - 30m SRTMGL1 - Best Available Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|30}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL1.003 {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
* Process through VPB {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|news-body=&lt;br /&gt;
The northern hemisphere, up to N60, has been completed.  SRTM data was not captured above this point, so alternative data sources need to be determined.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gallery&lt;br /&gt;
| title  = Standard-Fidelity Gallery&lt;br /&gt;
| align  = center&lt;br /&gt;
| Terrain-Mesh.jpg | WS3 Terrain Mesh&lt;br /&gt;
| S10-N60-LC100m-SRTMGL3.png | Asia/India&lt;br /&gt;
| N00-N10-LC100m-SRTMGL3.png | Europe&lt;br /&gt;
| N00-N40-LC100m-SRTMGL3.png | USA&lt;br /&gt;
| Africa-LC100m-SRTMGL3.png | Land Coverage&lt;br /&gt;
| Africa-Natural.png | Natural Earth&lt;br /&gt;
| Africa-Natural2.png | Natural Earth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
For the experimental runtime generated mesh/landclassing engine - which may become WS3.0 - see [[Experimental terrain engine]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Development projects‎]]&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Ocean-N00-N90.png&amp;diff=126022</id>
		<title>File:Ocean-N00-N90.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Ocean-N00-N90.png&amp;diff=126022"/>
		<updated>2020-07-02T15:24:24Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: Scttgs uploaded a new version of File:Ocean-N00-N90.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=Ocean Fill - Northern Hemisphere}}&lt;br /&gt;
|date=2020-06-27&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Scttgs|Scttgs]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{self|cc-by-sa-4.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125978</id>
		<title>World Scenery 3.0 roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125978"/>
		<updated>2020-06-27T19:59:21Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Scenery Core Development}}&lt;br /&gt;
{{See also|TerraGear roadmap}}&lt;br /&gt;
{{Project&lt;br /&gt;
|name = World Scenery 3.0&lt;br /&gt;
|description = New world-wide scenery&lt;br /&gt;
|start-date = 2019-Sep&lt;br /&gt;
|current-status = Active&lt;br /&gt;
|developers = Scott Giese&amp;lt;br/&amp;gt;Richard Harrison&amp;lt;br/&amp;gt;Stuart Buchanan&lt;br /&gt;
&lt;br /&gt;
|motivation-body = &lt;br /&gt;
{{Main article|Virtual Planet Builder}}&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |Virtual Planet Builder (VPB) is OSG's terrain-database-building tool.&lt;br /&gt;
It loads GIS elevation data for a&lt;br /&gt;
region, combines it with imagery and produces a spatially-balanced&lt;br /&gt;
quadtree tiled database that can be navigated simply by loading the&lt;br /&gt;
top-level file. All of the LOD Ranges are pre-configured and the&lt;br /&gt;
DatabasePager automatically loads and unloads different segments of&lt;br /&gt;
terrain without any supporting userspace code required. VPB can build&lt;br /&gt;
terrain models ranging from a small area to the entire planet. These&lt;br /&gt;
databases can be fluidly navigated at 60fps from outer space down to&lt;br /&gt;
ground level with no interruptions. The terrain models are built of&lt;br /&gt;
regular grid arrays with optional edge-skirts to conceal any cracks&lt;br /&gt;
caused by adjacent LOD differences.&amp;lt;br/&amp;gt;&lt;br /&gt;
  |{{cite web |url=http://alphapixel.com/wp-content/uploads/2015/04/OpenSceneGraph-OSG-Virtual-Planet-Builder-VPB-OSGDEM.pdf&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;OpenScenGraph's Virtual Planet Builder/OSGDEM&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |publisher=&amp;lt;nowiki&amp;gt;AlphaPixel, LLC&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|objective-body =&lt;br /&gt;
Produce high-quality scenery using the best-known practices.&lt;br /&gt;
&lt;br /&gt;
TerraGear becomes obsolete in favor of VPB.&lt;br /&gt;
&lt;br /&gt;
OpenGL 3.3 Core Profile: WS3.0 will require us to eliminate the usage of the fixed-function pipeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Shader-based Rendering: All of the terrain renderings will be done via GLSL shaders.&amp;lt;br/&amp;gt;&lt;br /&gt;
OSG Core: OpenSceneGraph will require targeting of the OpenGL Core Profile.&lt;br /&gt;
&lt;br /&gt;
WS3.0 will continue to cooperate with osm2city.&lt;br /&gt;
&lt;br /&gt;
Easy upgrade: Airport layouts will be generated in real-time. Apt.dat will continue to be the primary source for airport layouts.&lt;br /&gt;
Airports will be draped over the terrain. This eliminates the need to cut airport layouts into the underlying terrain.&lt;br /&gt;
&lt;br /&gt;
|background-body =&lt;br /&gt;
=== Data Sources ===&lt;br /&gt;
&lt;br /&gt;
:;SRTMGL3.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL3.003/&lt;br /&gt;
:;SRTMGL1.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL1.003/&lt;br /&gt;
:;Global Land Cover:: https://lcviewer.vito.be/&lt;br /&gt;
:;Natural Earth:: https://www.naturalearthdata.com/&lt;br /&gt;
&lt;br /&gt;
|status-body =&lt;br /&gt;
Proof of Concept  {{progressbar|100}}&lt;br /&gt;
* VPB {{done}}&lt;br /&gt;
* osgOcean {{done}}&lt;br /&gt;
* osgVegetation {{done}}&lt;br /&gt;
* Generate terrain for Hawaii {{done}}&lt;br /&gt;
* Hack Hawaii VPB into FG {{done}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OSG {{progressbar|70}}&lt;br /&gt;
* Core Profile: {{done}}&lt;br /&gt;
* GLVND Support: {{done}}&lt;br /&gt;
* glTF Plugin Support: {{ongoing}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gallery&lt;br /&gt;
| title  = Standard-Fidelity&lt;br /&gt;
| align  = right&lt;br /&gt;
| N00-N10-LC100m-SRTMGL3.png | N00-N60 lat&lt;br /&gt;
| Africa-LC100m-SRTMGL3.png | Africa Land Coverage&lt;br /&gt;
| Africa-Natural.png | Natural Earth&lt;br /&gt;
| Ocean-N00-N90.png | Ocean Fill&lt;br /&gt;
}}&lt;br /&gt;
=== Standard-Fidelity - 90m SRTMGL3 - 100m Global Land Cover ===&lt;br /&gt;
&lt;br /&gt;
=== Northern Hemisphere: 152.3 GB ===&lt;br /&gt;
=== Southern Hemisphere: ?? GB ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|70}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL3.003 {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|70}}&lt;br /&gt;
* Process through VPB {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|70}}&lt;br /&gt;
* Ocean {{ongoing}}&lt;br /&gt;
** Northern: {{progressbar|100}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High-Fidelity - 30m SRTMGL1 - Best Available Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|30}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL1.003 {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
* Process through VPB {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|news-body=&lt;br /&gt;
The northern hemisphere, up to N60, has been completed.  SRTM data was not captured above this point, so alternative data sources need to be determined.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gallery&lt;br /&gt;
| title  = Standard-Fidelity Gallery&lt;br /&gt;
| align  = center&lt;br /&gt;
| Terrain-Mesh.jpg | WS3 Terrain Mesh&lt;br /&gt;
| S10-N60-LC100m-SRTMGL3.png | Asia/India&lt;br /&gt;
| N00-N10-LC100m-SRTMGL3.png | Europe&lt;br /&gt;
| N00-N40-LC100m-SRTMGL3.png | USA&lt;br /&gt;
| Africa-LC100m-SRTMGL3.png | Land Coverage&lt;br /&gt;
| Africa-Natural.png | Natural Earth&lt;br /&gt;
| Africa-Natural2.png | Natural Earth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
For the experimental runtime generated mesh/landclassing engine - which may become WS3.0 - see [[Experimental terrain engine]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Development projects‎]]&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Ocean-N00-N90.png&amp;diff=125977</id>
		<title>File:Ocean-N00-N90.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Ocean-N00-N90.png&amp;diff=125977"/>
		<updated>2020-06-27T19:58:15Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: User created page with UploadWizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=Ocean Fill - Northern Hemisphere}}&lt;br /&gt;
|date=2020-06-27&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Scttgs|Scttgs]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{self|cc-by-sa-4.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125976</id>
		<title>World Scenery 3.0 roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125976"/>
		<updated>2020-06-27T19:42:07Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: Status Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Scenery Core Development}}&lt;br /&gt;
{{See also|TerraGear roadmap}}&lt;br /&gt;
{{Project&lt;br /&gt;
|name = World Scenery 3.0&lt;br /&gt;
|description = New world-wide scenery&lt;br /&gt;
|start-date = 2019-Sep&lt;br /&gt;
|current-status = Active&lt;br /&gt;
|developers = Scott Giese&amp;lt;br/&amp;gt;Richard Harrison&amp;lt;br/&amp;gt;Stuart Buchanan&lt;br /&gt;
&lt;br /&gt;
|motivation-body = &lt;br /&gt;
{{Main article|Virtual Planet Builder}}&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |Virtual Planet Builder (VPB) is OSG's terrain-database-building tool.&lt;br /&gt;
It loads GIS elevation data for a&lt;br /&gt;
region, combines it with imagery and produces a spatially-balanced&lt;br /&gt;
quadtree tiled database that can be navigated simply by loading the&lt;br /&gt;
top-level file. All of the LOD Ranges are pre-configured and the&lt;br /&gt;
DatabasePager automatically loads and unloads different segments of&lt;br /&gt;
terrain without any supporting userspace code required. VPB can build&lt;br /&gt;
terrain models ranging from a small area to the entire planet. These&lt;br /&gt;
databases can be fluidly navigated at 60fps from outer space down to&lt;br /&gt;
ground level with no interruptions. The terrain models are built of&lt;br /&gt;
regular grid arrays with optional edge-skirts to conceal any cracks&lt;br /&gt;
caused by adjacent LOD differences.&amp;lt;br/&amp;gt;&lt;br /&gt;
  |{{cite web |url=http://alphapixel.com/wp-content/uploads/2015/04/OpenSceneGraph-OSG-Virtual-Planet-Builder-VPB-OSGDEM.pdf&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;OpenScenGraph's Virtual Planet Builder/OSGDEM&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |publisher=&amp;lt;nowiki&amp;gt;AlphaPixel, LLC&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|objective-body =&lt;br /&gt;
Produce high-quality scenery using the best-known practices.&lt;br /&gt;
&lt;br /&gt;
TerraGear becomes obsolete in favor of VPB.&lt;br /&gt;
&lt;br /&gt;
OpenGL 3.3 Core Profile: WS3.0 will require us to eliminate the usage of the fixed-function pipeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Shader-based Rendering: All of the terrain renderings will be done via GLSL shaders.&amp;lt;br/&amp;gt;&lt;br /&gt;
OSG Core: OpenSceneGraph will require targeting of the OpenGL Core Profile.&lt;br /&gt;
&lt;br /&gt;
WS3.0 will continue to cooperate with osm2city.&lt;br /&gt;
&lt;br /&gt;
Easy upgrade: Airport layouts will be generated in real-time. Apt.dat will continue to be the primary source for airport layouts.&lt;br /&gt;
Airports will be draped over the terrain. This eliminates the need to cut airport layouts into the underlying terrain.&lt;br /&gt;
&lt;br /&gt;
|background-body =&lt;br /&gt;
=== Data Sources ===&lt;br /&gt;
&lt;br /&gt;
:;SRTMGL3.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL3.003/&lt;br /&gt;
:;SRTMGL1.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL1.003/&lt;br /&gt;
:;Global Land Cover:: https://lcviewer.vito.be/&lt;br /&gt;
:;Natural Earth:: https://www.naturalearthdata.com/&lt;br /&gt;
&lt;br /&gt;
|status-body =&lt;br /&gt;
Proof of Concept  {{progressbar|100}}&lt;br /&gt;
* VPB {{done}}&lt;br /&gt;
* osgOcean {{done}}&lt;br /&gt;
* osgVegetation {{done}}&lt;br /&gt;
* Generate terrain for Hawaii {{done}}&lt;br /&gt;
* Hack Hawaii VPB into FG {{done}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OSG {{progressbar|70}}&lt;br /&gt;
* Core Profile: {{done}}&lt;br /&gt;
* GLVND Support: {{done}}&lt;br /&gt;
* glTF Plugin Support: {{ongoing}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gallery&lt;br /&gt;
| title  = Standard-Fidelity&lt;br /&gt;
| align  = right&lt;br /&gt;
| N00-N10-LC100m-SRTMGL3.png | N00-N60 lat&lt;br /&gt;
| Africa-LC100m-SRTMGL3.png | Africa Land Coverage&lt;br /&gt;
| Africa-Natural.png | Natural Earth&lt;br /&gt;
| Ocean-N00-N20.png | Ocean fill&lt;br /&gt;
}}&lt;br /&gt;
=== Standard-Fidelity - 90m SRTMGL3 - 100m Global Land Cover ===&lt;br /&gt;
&lt;br /&gt;
=== Northern Hemisphere: 152.3 GB ===&lt;br /&gt;
=== Southern Hemisphere: ?? GB ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|70}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL3.003 {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|70}}&lt;br /&gt;
* Process through VPB {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|70}}&lt;br /&gt;
* Ocean {{ongoing}}&lt;br /&gt;
** Northern: {{progressbar|100}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High-Fidelity - 30m SRTMGL1 - Best Available Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|30}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL1.003 {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
* Process through VPB {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|news-body=&lt;br /&gt;
The northern hemisphere, up to N60, has been completed.  SRTM data was not captured above this point, so alternative data sources need to be determined.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gallery&lt;br /&gt;
| title  = Standard-Fidelity Gallery&lt;br /&gt;
| align  = center&lt;br /&gt;
| Terrain-Mesh.jpg | WS3 Terrain Mesh&lt;br /&gt;
| S10-N60-LC100m-SRTMGL3.png | Asia/India&lt;br /&gt;
| N00-N10-LC100m-SRTMGL3.png | Europe&lt;br /&gt;
| N00-N40-LC100m-SRTMGL3.png | USA&lt;br /&gt;
| Africa-LC100m-SRTMGL3.png | Land Coverage&lt;br /&gt;
| Africa-Natural.png | Natural Earth&lt;br /&gt;
| Africa-Natural2.png | Natural Earth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
For the experimental runtime generated mesh/landclassing engine - which may become WS3.0 - see [[Experimental terrain engine]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Development projects‎]]&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125975</id>
		<title>World Scenery 3.0 roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125975"/>
		<updated>2020-06-27T03:18:26Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: Status Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Scenery Core Development}}&lt;br /&gt;
{{See also|TerraGear roadmap}}&lt;br /&gt;
{{Project&lt;br /&gt;
|name = World Scenery 3.0&lt;br /&gt;
|description = New world-wide scenery&lt;br /&gt;
|start-date = 2019-Sep&lt;br /&gt;
|current-status = Active&lt;br /&gt;
|developers = Scott Giese&amp;lt;br/&amp;gt;Richard Harrison&amp;lt;br/&amp;gt;Stuart Buchanan&lt;br /&gt;
&lt;br /&gt;
|motivation-body = &lt;br /&gt;
{{Main article|Virtual Planet Builder}}&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |Virtual Planet Builder (VPB) is OSG's terrain-database-building tool.&lt;br /&gt;
It loads GIS elevation data for a&lt;br /&gt;
region, combines it with imagery and produces a spatially-balanced&lt;br /&gt;
quadtree tiled database that can be navigated simply by loading the&lt;br /&gt;
top-level file. All of the LOD Ranges are pre-configured and the&lt;br /&gt;
DatabasePager automatically loads and unloads different segments of&lt;br /&gt;
terrain without any supporting userspace code required. VPB can build&lt;br /&gt;
terrain models ranging from a small area to the entire planet. These&lt;br /&gt;
databases can be fluidly navigated at 60fps from outer space down to&lt;br /&gt;
ground level with no interruptions. The terrain models are built of&lt;br /&gt;
regular grid arrays with optional edge-skirts to conceal any cracks&lt;br /&gt;
caused by adjacent LOD differences.&amp;lt;br/&amp;gt;&lt;br /&gt;
  |{{cite web |url=http://alphapixel.com/wp-content/uploads/2015/04/OpenSceneGraph-OSG-Virtual-Planet-Builder-VPB-OSGDEM.pdf&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;OpenScenGraph's Virtual Planet Builder/OSGDEM&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |publisher=&amp;lt;nowiki&amp;gt;AlphaPixel, LLC&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|objective-body =&lt;br /&gt;
Produce high-quality scenery using the best-known practices.&lt;br /&gt;
&lt;br /&gt;
TerraGear becomes obsolete in favor of VPB.&lt;br /&gt;
&lt;br /&gt;
OpenGL 3.3 Core Profile: WS3.0 will require us to eliminate the usage of the fixed-function pipeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Shader-based Rendering: All of the terrain renderings will be done via GLSL shaders.&amp;lt;br/&amp;gt;&lt;br /&gt;
OSG Core: OpenSceneGraph will require targeting of the OpenGL Core Profile.&lt;br /&gt;
&lt;br /&gt;
WS3.0 will continue to cooperate with osm2city.&lt;br /&gt;
&lt;br /&gt;
Easy upgrade: Airport layouts will be generated in real-time. Apt.dat will continue to be the primary source for airport layouts.&lt;br /&gt;
Airports will be draped over the terrain. This eliminates the need to cut airport layouts into the underlying terrain.&lt;br /&gt;
&lt;br /&gt;
|background-body =&lt;br /&gt;
=== Data Sources ===&lt;br /&gt;
&lt;br /&gt;
:;SRTMGL3.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL3.003/&lt;br /&gt;
:;SRTMGL1.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL1.003/&lt;br /&gt;
:;Global Land Cover:: https://lcviewer.vito.be/&lt;br /&gt;
:;Natural Earth:: https://www.naturalearthdata.com/&lt;br /&gt;
&lt;br /&gt;
|status-body =&lt;br /&gt;
Proof of Concept  {{progressbar|100}}&lt;br /&gt;
* VPB {{done}}&lt;br /&gt;
* osgOcean {{done}}&lt;br /&gt;
* osgVegetation {{done}}&lt;br /&gt;
* Generate terrain for Hawaii {{done}}&lt;br /&gt;
* Hack Hawaii VPB into FG {{done}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OSG {{progressbar|70}}&lt;br /&gt;
* Core Profile: {{done}}&lt;br /&gt;
* GLVND Support: {{done}}&lt;br /&gt;
* glTF Plugin Support: {{ongoing}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gallery&lt;br /&gt;
| title  = Standard-Fidelity&lt;br /&gt;
| align  = right&lt;br /&gt;
| N00-N10-LC100m-SRTMGL3.png | N00-N60 lat&lt;br /&gt;
| Africa-LC100m-SRTMGL3.png | Africa Land Coverage&lt;br /&gt;
| Africa-Natural.png | Natural Earth&lt;br /&gt;
| Ocean-N00-N20.png | Ocean fill&lt;br /&gt;
}}&lt;br /&gt;
=== Standard-Fidelity - 90m SRTMGL3 - 100m Global Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|70}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL3.003 {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|70}}&lt;br /&gt;
* Process through VPB {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|70}}&lt;br /&gt;
* Ocean {{ongoing}}&lt;br /&gt;
** Northern: {{progressbar|20}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High-Fidelity - 30m SRTMGL1 - Best Available Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|30}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL1.003 {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
* Process through VPB {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|news-body=&lt;br /&gt;
The northern hemisphere, up to N60, has been completed.  SRTM data was not captured above this point, so alternative data sources need to be determined.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gallery&lt;br /&gt;
| title  = Standard-Fidelity Gallery&lt;br /&gt;
| align  = center&lt;br /&gt;
| Terrain-Mesh.jpg | WS3 Terrain Mesh&lt;br /&gt;
| S10-N60-LC100m-SRTMGL3.png | Asia/India&lt;br /&gt;
| N00-N10-LC100m-SRTMGL3.png | Europe&lt;br /&gt;
| N00-N40-LC100m-SRTMGL3.png | USA&lt;br /&gt;
| Africa-LC100m-SRTMGL3.png | Land Coverage&lt;br /&gt;
| Africa-Natural.png | Natural Earth&lt;br /&gt;
| Africa-Natural2.png | Natural Earth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
For the experimental runtime generated mesh/landclassing engine - which may become WS3.0 - see [[Experimental terrain engine]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Development projects‎]]&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Ocean-N00-N20.png&amp;diff=125974</id>
		<title>File:Ocean-N00-N20.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Ocean-N00-N20.png&amp;diff=125974"/>
		<updated>2020-06-27T03:13:24Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: User created page with UploadWizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=Ocean fill}}&lt;br /&gt;
|date=2020-06-26&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Scttgs|Scttgs]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{self|cc-by-sa-4.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125963</id>
		<title>World Scenery 3.0 roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125963"/>
		<updated>2020-06-26T05:02:54Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: Status Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Scenery Core Development}}&lt;br /&gt;
{{See also|TerraGear roadmap}}&lt;br /&gt;
{{Project&lt;br /&gt;
|name = World Scenery 3.0&lt;br /&gt;
|description = New world-wide scenery&lt;br /&gt;
|start-date = 2019-Sep&lt;br /&gt;
|current-status = Active&lt;br /&gt;
|developers = Scott Giese&amp;lt;br/&amp;gt;Richard Harrison&amp;lt;br/&amp;gt;Stuart Buchanan&lt;br /&gt;
&lt;br /&gt;
|motivation-body = &lt;br /&gt;
{{Main article|Virtual Planet Builder}}&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |Virtual Planet Builder (VPB) is OSG's terrain-database-building tool.&lt;br /&gt;
It loads GIS elevation data for a&lt;br /&gt;
region, combines it with imagery and produces a spatially-balanced&lt;br /&gt;
quadtree tiled database that can be navigated simply by loading the&lt;br /&gt;
top-level file. All of the LOD Ranges are pre-configured and the&lt;br /&gt;
DatabasePager automatically loads and unloads different segments of&lt;br /&gt;
terrain without any supporting userspace code required. VPB can build&lt;br /&gt;
terrain models ranging from a small area to the entire planet. These&lt;br /&gt;
databases can be fluidly navigated at 60fps from outer space down to&lt;br /&gt;
ground level with no interruptions. The terrain models are built of&lt;br /&gt;
regular grid arrays with optional edge-skirts to conceal any cracks&lt;br /&gt;
caused by adjacent LOD differences.&amp;lt;br/&amp;gt;&lt;br /&gt;
  |{{cite web |url=http://alphapixel.com/wp-content/uploads/2015/04/OpenSceneGraph-OSG-Virtual-Planet-Builder-VPB-OSGDEM.pdf&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;OpenScenGraph's Virtual Planet Builder/OSGDEM&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |publisher=&amp;lt;nowiki&amp;gt;AlphaPixel, LLC&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|objective-body =&lt;br /&gt;
Produce high-quality scenery using the best-known practices.&lt;br /&gt;
&lt;br /&gt;
TerraGear becomes obsolete in favor of VPB.&lt;br /&gt;
&lt;br /&gt;
OpenGL 3.3 Core Profile: WS3.0 will require us to eliminate the usage of the fixed-function pipeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Shader-based Rendering: All of the terrain renderings will be done via GLSL shaders.&amp;lt;br/&amp;gt;&lt;br /&gt;
OSG Core: OpenSceneGraph will require targeting of the OpenGL Core Profile.&lt;br /&gt;
&lt;br /&gt;
WS3.0 will continue to cooperate with osm2city.&lt;br /&gt;
&lt;br /&gt;
Easy upgrade: Airport layouts will be generated in real-time. Apt.dat will continue to be the primary source for airport layouts.&lt;br /&gt;
Airports will be draped over the terrain. This eliminates the need to cut airport layouts into the underlying terrain.&lt;br /&gt;
&lt;br /&gt;
|background-body =&lt;br /&gt;
=== Data Sources ===&lt;br /&gt;
&lt;br /&gt;
:;SRTMGL3.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL3.003/&lt;br /&gt;
:;SRTMGL1.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL1.003/&lt;br /&gt;
:;Global Land Cover:: https://lcviewer.vito.be/&lt;br /&gt;
:;Natural Earth:: https://www.naturalearthdata.com/&lt;br /&gt;
&lt;br /&gt;
|status-body =&lt;br /&gt;
Proof of Concept  {{progressbar|100}}&lt;br /&gt;
* VPB {{done}}&lt;br /&gt;
* osgOcean {{done}}&lt;br /&gt;
* osgVegetation {{done}}&lt;br /&gt;
* Generate terrain for Hawaii {{done}}&lt;br /&gt;
* Hack Hawaii VPB into FG {{done}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OSG {{progressbar|70}}&lt;br /&gt;
* Core Profile: {{done}}&lt;br /&gt;
* GLVND Support: {{done}}&lt;br /&gt;
* glTF Plugin Support: {{ongoing}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gallery&lt;br /&gt;
| title  = Standard-Fidelity&lt;br /&gt;
| align  = right&lt;br /&gt;
| N00-N10-LC100m-SRTMGL3.png | N00-N60 lat&lt;br /&gt;
| Africa-LC100m-SRTMGL3.png | Africa Land Coverage&lt;br /&gt;
| Africa-Natural.png | Natural Earth&lt;br /&gt;
}}&lt;br /&gt;
=== Standard-Fidelity - 90m SRTMGL3 - 100m Global Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|60}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL3.003 {{ongoing}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|50}}&lt;br /&gt;
* Process through VPB {{ongoing}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|50}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High-Fidelity - 30m SRTMGL1 - Best Available Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|30}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL1.003 {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
* Process through VPB {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|news-body=&lt;br /&gt;
The northern hemisphere, up to N60, has been completed.  SRTM data was not captured above this point, so alternative data sources need to be determined.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gallery&lt;br /&gt;
| title  = Standard-Fidelity Gallery&lt;br /&gt;
| align  = center&lt;br /&gt;
| Terrain-Mesh.jpg | WS3 Terrain Mesh&lt;br /&gt;
| S10-N60-LC100m-SRTMGL3.png | Asia/India&lt;br /&gt;
| N00-N10-LC100m-SRTMGL3.png | Europe&lt;br /&gt;
| N00-N40-LC100m-SRTMGL3.png | USA&lt;br /&gt;
| Africa-LC100m-SRTMGL3.png | Land Coverage&lt;br /&gt;
| Africa-Natural.png | Natural Earth&lt;br /&gt;
| Africa-Natural2.png | Natural Earth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
For the experimental runtime generated mesh/landclassing engine - which may become WS3.0 - see [[Experimental terrain engine]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Development projects‎]]&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Aircraft_tester_list&amp;diff=125886</id>
		<title>Aircraft tester list</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Aircraft_tester_list&amp;diff=125886"/>
		<updated>2020-06-22T22:31:49Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;for test procedure see [[Aircraft testing checklist]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Aircraft !! Tester(s) !! Remarks&lt;br /&gt;
|-&lt;br /&gt;
| A300 || Jonathan Redpath|| &lt;br /&gt;
|-&lt;br /&gt;
| A320-200 || Jonathan Redpath|| [NB - upstream github repo for issues]&lt;br /&gt;
|-&lt;br /&gt;
| A340-600 || Jonathan Redpath|| &lt;br /&gt;
|-&lt;br /&gt;
| A380 || Jonathan Redpath|| &lt;br /&gt;
|-&lt;br /&gt;
| Aerostar-700 || James || &lt;br /&gt;
|-&lt;br /&gt;
| B1900D || James || &lt;br /&gt;
|-&lt;br /&gt;
| 737NGs || James || &lt;br /&gt;
|-&lt;br /&gt;
| 757 || James || &lt;br /&gt;
|-&lt;br /&gt;
| F15 || Richard H. || presumably :)&lt;br /&gt;
|-&lt;br /&gt;
| J3Cub || Wayne Bragg|| &lt;br /&gt;
|-&lt;br /&gt;
| DaSH || Wayne Bragg|| &lt;br /&gt;
|-&lt;br /&gt;
| SUMPAC || Wayne Bragg|| &lt;br /&gt;
|-&lt;br /&gt;
| p51d || Stuart || &lt;br /&gt;
|-&lt;br /&gt;
| hunter || Stuart || &lt;br /&gt;
|-&lt;br /&gt;
| seahawk || Stuart || &lt;br /&gt;
|-&lt;br /&gt;
| CRJ700 family || Henning, Daniel || &lt;br /&gt;
|-&lt;br /&gt;
| DR400 || Scott || &lt;br /&gt;
|-&lt;br /&gt;
| Socata  || Scott || &lt;br /&gt;
|-&lt;br /&gt;
| Cap 10C || Scott || &lt;br /&gt;
|-&lt;br /&gt;
| Lionceau || Scott || &lt;br /&gt;
|-&lt;br /&gt;
| Grob || Scott || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125863</id>
		<title>World Scenery 3.0 roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125863"/>
		<updated>2020-06-21T23:21:29Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Scenery Core Development}}&lt;br /&gt;
{{See also|TerraGear roadmap}}&lt;br /&gt;
{{Project&lt;br /&gt;
|name = World Scenery 3.0&lt;br /&gt;
|description = New world-wide scenery&lt;br /&gt;
|start-date = 2019-Sep&lt;br /&gt;
|current-status = Active&lt;br /&gt;
|developers = Scott Giese&amp;lt;br/&amp;gt;Richard Harrison&amp;lt;br/&amp;gt;Stuart Buchanan&lt;br /&gt;
&lt;br /&gt;
|motivation-body = &lt;br /&gt;
{{Main article|Virtual Planet Builder}}&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |Virtual Planet Builder (VPB) is OSG's terrain-database-building tool.&lt;br /&gt;
It loads GIS elevation data for a&lt;br /&gt;
region, combines it with imagery and produces a spatially-balanced&lt;br /&gt;
quadtree tiled database that can be navigated simply by loading the&lt;br /&gt;
top-level file. All of the LOD Ranges are pre-configured and the&lt;br /&gt;
DatabasePager automatically loads and unloads different segments of&lt;br /&gt;
terrain without any supporting userspace code required. VPB can build&lt;br /&gt;
terrain models ranging from a small area to the entire planet. These&lt;br /&gt;
databases can be fluidly navigated at 60fps from outer space down to&lt;br /&gt;
ground level with no interruptions. The terrain models are built of&lt;br /&gt;
regular grid arrays with optional edge-skirts to conceal any cracks&lt;br /&gt;
caused by adjacent LOD differences.&amp;lt;br/&amp;gt;&lt;br /&gt;
  |{{cite web |url=http://alphapixel.com/wp-content/uploads/2015/04/OpenSceneGraph-OSG-Virtual-Planet-Builder-VPB-OSGDEM.pdf&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;OpenScenGraph's Virtual Planet Builder/OSGDEM&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |publisher=&amp;lt;nowiki&amp;gt;AlphaPixel, LLC&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|objective-body =&lt;br /&gt;
Produce high-quality scenery using the best-known practices.&lt;br /&gt;
&lt;br /&gt;
TerraGear becomes obsolete in favor of VPB.&lt;br /&gt;
&lt;br /&gt;
OpenGL 3.3 Core Profile: WS3.0 will require us to eliminate the usage of the fixed-function pipeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Shader-based Rendering: All of the terrain renderings will be done via GLSL shaders.&amp;lt;br/&amp;gt;&lt;br /&gt;
OSG Core: OpenSceneGraph will require targeting of the OpenGL Core Profile.&lt;br /&gt;
&lt;br /&gt;
WS3.0 will continue to cooperate with osm2city.&lt;br /&gt;
&lt;br /&gt;
Easy upgrade: Airport layouts will be generated in real-time. Apt.dat will continue to be the primary source for airport layouts.&lt;br /&gt;
Airports will be draped over the terrain. This eliminates the need to cut airport layouts into the underlying terrain.&lt;br /&gt;
&lt;br /&gt;
|background-body =&lt;br /&gt;
=== Data Sources ===&lt;br /&gt;
&lt;br /&gt;
:;SRTMGL3.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL3.003/&lt;br /&gt;
:;SRTMGL1.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL1.003/&lt;br /&gt;
:;Global Land Cover:: https://lcviewer.vito.be/&lt;br /&gt;
:;Natural Earth:: https://www.naturalearthdata.com/&lt;br /&gt;
&lt;br /&gt;
|status-body =&lt;br /&gt;
Proof of Concept  {{progressbar|100}}&lt;br /&gt;
* VPB {{done}}&lt;br /&gt;
* osgOcean {{done}}&lt;br /&gt;
* osgVegetation {{done}}&lt;br /&gt;
* Generate terrain for Hawaii {{done}}&lt;br /&gt;
* Hack Hawaii VPB into FG {{done}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OSG {{progressbar|70}}&lt;br /&gt;
* Core Profile: {{done}}&lt;br /&gt;
* GLVND Support: {{done}}&lt;br /&gt;
* glTF Plugin Support: {{ongoing}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gallery&lt;br /&gt;
| title  = Standard-Fidelity&lt;br /&gt;
| align  = right&lt;br /&gt;
| N00-N10-LC100m-SRTMGL3.png | N00-N60 lat&lt;br /&gt;
| Africa-LC100m-SRTMGL3.png | Africa Land Coverage&lt;br /&gt;
| Africa-Natural.png | Natural Earth&lt;br /&gt;
}}&lt;br /&gt;
=== Standard-Fidelity - 90m SRTMGL3 - 100m Global Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|40}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL3.003 {{ongoing}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|10}}&lt;br /&gt;
* Process through VPB {{ongoing}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|10}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High-Fidelity - 30m SRTMGL1 - Best Available Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|30}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL1.003 {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
* Process through VPB {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|news-body=&lt;br /&gt;
The northern hemisphere, up to N60, has been completed.  SRTM data was not captured above this point, so alternative data sources need to be determined.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gallery&lt;br /&gt;
| title  = Standard-Fidelity Gallery&lt;br /&gt;
| align  = center&lt;br /&gt;
| Terrain-Mesh.jpg | WS3 Terrain Mesh&lt;br /&gt;
| S10-N60-LC100m-SRTMGL3.png | Asia/India&lt;br /&gt;
| N00-N10-LC100m-SRTMGL3.png | Europe&lt;br /&gt;
| N00-N40-LC100m-SRTMGL3.png | USA&lt;br /&gt;
| Africa-LC100m-SRTMGL3.png | Land Coverage&lt;br /&gt;
| Africa-Natural.png | Natural Earth&lt;br /&gt;
| Africa-Natural2.png | Natural Earth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
For the experimental runtime generated mesh/landclassing engine - which may become WS3.0 - see [[Experimental terrain engine]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Development projects‎]]&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Africa-Natural2.png&amp;diff=125862</id>
		<title>File:Africa-Natural2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Africa-Natural2.png&amp;diff=125862"/>
		<updated>2020-06-21T23:12:58Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: User created page with UploadWizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=WS3 Natural Earth}}&lt;br /&gt;
|date=2020-06-21&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Scttgs|Scttgs]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{self|cc-by-sa-4.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:S10-N60-LC100m-SRTMGL3.png&amp;diff=125861</id>
		<title>File:S10-N60-LC100m-SRTMGL3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:S10-N60-LC100m-SRTMGL3.png&amp;diff=125861"/>
		<updated>2020-06-21T23:12:58Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: User created page with UploadWizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=WS3 India}}&lt;br /&gt;
|date=2020-06-21&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Scttgs|Scttgs]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{self|cc-by-sa-4.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:N00-N40-LC100m-SRTMGL3.png&amp;diff=125860</id>
		<title>File:N00-N40-LC100m-SRTMGL3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:N00-N40-LC100m-SRTMGL3.png&amp;diff=125860"/>
		<updated>2020-06-21T23:12:57Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: User created page with UploadWizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=WS3 USA}}&lt;br /&gt;
|date=2020-06-21&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Scttgs|Scttgs]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{self|cc-by-sa-4.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Terrain-Mesh.jpg&amp;diff=125859</id>
		<title>File:Terrain-Mesh.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Terrain-Mesh.jpg&amp;diff=125859"/>
		<updated>2020-06-21T23:12:57Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: User created page with UploadWizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=WS3 Terrain Mesh}}&lt;br /&gt;
|date=2020-06-21&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Scttgs|Scttgs]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{self|cc-by-sa-4.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125858</id>
		<title>World Scenery 3.0 roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125858"/>
		<updated>2020-06-21T22:33:06Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Scenery Core Development}}&lt;br /&gt;
{{See also|TerraGear roadmap}}&lt;br /&gt;
{{Project&lt;br /&gt;
|name = World Scenery 3.0&lt;br /&gt;
|description = New world-wide scenery&lt;br /&gt;
|start-date = 2019-Sep&lt;br /&gt;
|current-status = Active&lt;br /&gt;
|developers = Scott Giese&amp;lt;br/&amp;gt;Richard Harrison&amp;lt;br/&amp;gt;Stuart Buchanan&lt;br /&gt;
&lt;br /&gt;
|motivation-body = &lt;br /&gt;
{{Main article|Virtual Planet Builder}}&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |Virtual Planet Builder (VPB) is OSG's terrain-database-building tool.&lt;br /&gt;
It loads GIS elevation data for a&lt;br /&gt;
region, combines it with imagery and produces a spatially-balanced&lt;br /&gt;
quadtree tiled database that can be navigated simply by loading the&lt;br /&gt;
top-level file. All of the LOD Ranges are pre-configured and the&lt;br /&gt;
DatabasePager automatically loads and unloads different segments of&lt;br /&gt;
terrain without any supporting userspace code required. VPB can build&lt;br /&gt;
terrain models ranging from a small area to the entire planet. These&lt;br /&gt;
databases can be fluidly navigated at 60fps from outer space down to&lt;br /&gt;
ground level with no interruptions. The terrain models are built of&lt;br /&gt;
regular grid arrays with optional edge-skirts to conceal any cracks&lt;br /&gt;
caused by adjacent LOD differences.&amp;lt;br/&amp;gt;&lt;br /&gt;
  |{{cite web |url=http://alphapixel.com/wp-content/uploads/2015/04/OpenSceneGraph-OSG-Virtual-Planet-Builder-VPB-OSGDEM.pdf&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;OpenScenGraph's Virtual Planet Builder/OSGDEM&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |publisher=&amp;lt;nowiki&amp;gt;AlphaPixel, LLC&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|objective-body =&lt;br /&gt;
Produce high-quality scenery using the best-known practices.&lt;br /&gt;
&lt;br /&gt;
TerraGear becomes obsolete in favor of VPB.&lt;br /&gt;
&lt;br /&gt;
OpenGL 3.3 Core Profile: WS3.0 will require us to eliminate the usage of the fixed-function pipeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Shader-based Rendering: All of the terrain renderings will be done via GLSL shaders.&amp;lt;br/&amp;gt;&lt;br /&gt;
OSG Core: OpenSceneGraph will require targeting of the OpenGL Core Profile.&lt;br /&gt;
&lt;br /&gt;
WS3.0 will continue to cooperate with osm2city.&lt;br /&gt;
&lt;br /&gt;
Easy upgrade: Airport layouts will be generated in real-time. Apt.dat will continue to be the primary source for airport layouts.&lt;br /&gt;
Airports will be draped over the terrain. This eliminates the need to cut airport layouts into the underlying terrain.&lt;br /&gt;
&lt;br /&gt;
|background-body =&lt;br /&gt;
=== Data Sources ===&lt;br /&gt;
&lt;br /&gt;
:;SRTMGL3.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL3.003/&lt;br /&gt;
:;SRTMGL1.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL1.003/&lt;br /&gt;
:;Global Land Cover:: https://lcviewer.vito.be/&lt;br /&gt;
:;Natural Earth:: https://www.naturalearthdata.com/&lt;br /&gt;
&lt;br /&gt;
|status-body =&lt;br /&gt;
Proof of Concept  {{progressbar|100}}&lt;br /&gt;
* VPB {{done}}&lt;br /&gt;
* osgOcean {{done}}&lt;br /&gt;
* osgVegetation {{done}}&lt;br /&gt;
* Generate terrain for Hawaii {{done}}&lt;br /&gt;
* Hack Hawaii VPB into FG {{done}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OSG {{progressbar|70}}&lt;br /&gt;
* Core Profile: {{done}}&lt;br /&gt;
* GLVND Support: {{done}}&lt;br /&gt;
* glTF Plugin Support: {{ongoing}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gallery&lt;br /&gt;
| title  = Standard-Fidelity&lt;br /&gt;
| align  = right&lt;br /&gt;
| N00-N10-LC100m-SRTMGL3.png | N00-N60 lat&lt;br /&gt;
| Africa-LC100m-SRTMGL3.png | Africa Land Coverage&lt;br /&gt;
| Africa-Natural.png | Natural Earth&lt;br /&gt;
}}&lt;br /&gt;
=== Standard-Fidelity - 90m SRTMGL3 - 100m Global Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|40}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL3.003 {{ongoing}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|10}}&lt;br /&gt;
* Process through VPB {{ongoing}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|10}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High-Fidelity - 30m SRTMGL1 - Best Available Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|30}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL1.003 {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
* Process through VPB {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|news-body=&lt;br /&gt;
The northern hemisphere, up to N60, has been completed.  SRTM data was not captured above this point, so alternative data sources need to be determined.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
For the experimental runtime generated mesh/landclassing engine - which may become WS3.0 - see [[Experimental terrain engine]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Development projects‎]]&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125818</id>
		<title>World Scenery 3.0 roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125818"/>
		<updated>2020-06-21T05:11:43Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Scenery Core Development}}&lt;br /&gt;
{{See also|TerraGear roadmap}}&lt;br /&gt;
{{Project&lt;br /&gt;
|name = World Scenery 3.0&lt;br /&gt;
|description = New world-wide scenery&lt;br /&gt;
|start-date = 2019-Sep&lt;br /&gt;
|current-status = Active&lt;br /&gt;
|developers = Scott Giese&amp;lt;br/&amp;gt;Richard Harrison&amp;lt;br/&amp;gt;Stuart Buchanan&lt;br /&gt;
&lt;br /&gt;
|motivation-body = &lt;br /&gt;
{{Main article|Virtual Planet Builder}}&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |Virtual Planet Builder (VPB) is OSG's terrain-database-building tool.&lt;br /&gt;
It loads GIS elevation data for a&lt;br /&gt;
region, combines it with imagery and produces a spatially-balanced&lt;br /&gt;
quadtree tiled database that can be navigated simply by loading the&lt;br /&gt;
top-level file. All of the LOD Ranges are pre-configured and the&lt;br /&gt;
DatabasePager automatically loads and unloads different segments of&lt;br /&gt;
terrain without any supporting userspace code required. VPB can build&lt;br /&gt;
terrain models ranging from a small area to the entire planet. These&lt;br /&gt;
databases can be fluidly navigated at 60fps from outer space down to&lt;br /&gt;
ground level with no interruptions. The terrain models are built of&lt;br /&gt;
regular grid arrays with optional edge-skirts to conceal any cracks&lt;br /&gt;
caused by adjacent LOD differences.&amp;lt;br/&amp;gt;&lt;br /&gt;
  |{{cite web |url=http://alphapixel.com/wp-content/uploads/2015/04/OpenSceneGraph-OSG-Virtual-Planet-Builder-VPB-OSGDEM.pdf&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;OpenScenGraph's Virtual Planet Builder/OSGDEM&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |publisher=&amp;lt;nowiki&amp;gt;AlphaPixel, LLC&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|objective-body =&lt;br /&gt;
Produce high-quality scenery using the best-known practices.&lt;br /&gt;
&lt;br /&gt;
TerraGear becomes obsolete in favor of VPB.&lt;br /&gt;
&lt;br /&gt;
OpenGL 3.3 Core Profile: WS3.0 will require us to eliminate the usage of the fixed-function pipeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Shader-based Rendering: All of the terrain renderings will be done via GLSL shaders.&amp;lt;br/&amp;gt;&lt;br /&gt;
OSG Core: OpenSceneGraph will require targeting of the OpenGL Core Profile.&lt;br /&gt;
&lt;br /&gt;
WS3.0 will continue to cooperate with osm2city.&lt;br /&gt;
&lt;br /&gt;
Easy upgrade: Airport layouts will be generated in real-time. Apt.dat will continue to be the primary source for airport layouts.&lt;br /&gt;
Airports will be draped over the terrain. This eliminates the need to cut airport layouts into the underlying terrain.&lt;br /&gt;
&lt;br /&gt;
|background-body =&lt;br /&gt;
=== Data Sources ===&lt;br /&gt;
&lt;br /&gt;
:;SRTMGL3.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL3.003/&lt;br /&gt;
:;SRTMGL1.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL1.003/&lt;br /&gt;
:;Global Land Cover:: https://lcviewer.vito.be/&lt;br /&gt;
:;Natural Earth:: https://www.naturalearthdata.com/&lt;br /&gt;
&lt;br /&gt;
|status-body =&lt;br /&gt;
Proof of Concept  {{progressbar|100}}&lt;br /&gt;
* VPB {{done}}&lt;br /&gt;
* osgOcean {{done}}&lt;br /&gt;
* osgVegetation {{done}}&lt;br /&gt;
* Generate terrain for Hawaii {{done}}&lt;br /&gt;
* Hack Hawaii VPB into FG {{done}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OSG {{progressbar|70}}&lt;br /&gt;
* Core Profile: {{done}}&lt;br /&gt;
* GLVND Support: {{done}}&lt;br /&gt;
* glTF Plugin Support: {{ongoing}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gallery&lt;br /&gt;
| title  = Standard-Fidelity&lt;br /&gt;
| align  = right&lt;br /&gt;
| N00-N10-LC100m-SRTMGL3.png | N00-N60 lat&lt;br /&gt;
| Africa-LC100m-SRTMGL3.png | Africa Land Coverage&lt;br /&gt;
| Africa-Natural.png | Natural Earth&lt;br /&gt;
}}&lt;br /&gt;
=== Standard-Fidelity - 90m SRTMGL3 - 100m Global Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|30}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL3.003 {{ongoing}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
* Process through VPB {{ongoing}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High-Fidelity - 30m SRTMGL1 - Best Available Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|30}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL1.003 {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
* Process through VPB {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|news-body=&lt;br /&gt;
The northern hemisphere, up to N60, has been completed.  SRTM data was not captured above this point, so alternative data sources need to be determined.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
For the experimental runtime generated mesh/landclassing engine - which may become WS3.0 - see [[Experimental terrain engine]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Development projects‎]]&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Template:Project&amp;diff=125817</id>
		<title>Template:Project</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Template:Project&amp;diff=125817"/>
		<updated>2020-06-21T05:08:50Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Informative template|1=&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Goal ==&lt;br /&gt;
This template is intended to unify &amp;quot;project page handling&amp;quot; for pages documenting ongoing efforts by providing a common structure, e.g.:&lt;br /&gt;
* [[High-Level Architecture]]&lt;br /&gt;
* [[Integrated Qt5 Launcher]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{{infobox subsystem&lt;br /&gt;
|image = {{#if: {{{logo|}}} | {{{logo}}} }}&lt;br /&gt;
|name = {{{name|descriptive name}}}&lt;br /&gt;
|started= {{{start-date|please specify a date}}}&lt;br /&gt;
|description = {{{description|description still missing}}}&lt;br /&gt;
|status = {{{current-status|unknown}}}&lt;br /&gt;
|developers =  {{{developers|missing}}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Motivation ==&lt;br /&gt;
{{{motivation-body|unknown motivation}}}&lt;br /&gt;
== Objective ==&lt;br /&gt;
{{{objective-body|unknown objective}}}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
{{{background-body|unknown background}}}&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
{{{status-body|unknown status}}}&lt;br /&gt;
&lt;br /&gt;
=== News / Updates ===&lt;br /&gt;
{{{news-body|}}}&lt;br /&gt;
=== Changelog ===&lt;br /&gt;
{{{changelog-body|}}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode=packed widths=230px heights=230px&amp;gt;&lt;br /&gt;
{{gallery-body|}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Roadmap ==&lt;br /&gt;
{{roadmap|}}&lt;br /&gt;
== Related ==&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{category|}}} | [[Category:{{{category}}}]] }}&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Template:Project&amp;diff=125816</id>
		<title>Template:Project</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Template:Project&amp;diff=125816"/>
		<updated>2020-06-21T05:06:44Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: /* Gallery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Informative template|1=&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Goal ==&lt;br /&gt;
This template is intended to unify &amp;quot;project page handling&amp;quot; for pages documenting ongoing efforts by providing a common structure, e.g.:&lt;br /&gt;
* [[High-Level Architecture]]&lt;br /&gt;
* [[Integrated Qt5 Launcher]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{{infobox subsystem&lt;br /&gt;
|image = {{#if: {{{logo|}}} | {{{logo}}} }}&lt;br /&gt;
|name = {{{name|descriptive name}}}&lt;br /&gt;
|started= {{{start-date|please specify a date}}}&lt;br /&gt;
|description = {{{description|description still missing}}}&lt;br /&gt;
|status = {{{current-status|unknown}}}&lt;br /&gt;
|developers =  {{{developers|missing}}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Motivation ==&lt;br /&gt;
{{{motivation-body|unknown motivation}}}&lt;br /&gt;
== Objective ==&lt;br /&gt;
{{{objective-body|unknown objective}}}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
{{{background-body|unknown background}}}&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
{{{status-body|unknown status}}}&lt;br /&gt;
&lt;br /&gt;
=== News / Updates ===&lt;br /&gt;
{{{news-body|}}}&lt;br /&gt;
=== Changelog ===&lt;br /&gt;
{{{changelog-body|}}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode=packed widths=230px heights=230px&amp;gt;&lt;br /&gt;
|Africa-Natural.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Roadmap ==&lt;br /&gt;
{{roadmap|}}&lt;br /&gt;
== Related ==&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{category|}}} | [[Category:{{{category}}}]] }}&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Template:Project&amp;diff=125815</id>
		<title>Template:Project</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Template:Project&amp;diff=125815"/>
		<updated>2020-06-21T05:05:16Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: /* Gallery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Informative template|1=&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Goal ==&lt;br /&gt;
This template is intended to unify &amp;quot;project page handling&amp;quot; for pages documenting ongoing efforts by providing a common structure, e.g.:&lt;br /&gt;
* [[High-Level Architecture]]&lt;br /&gt;
* [[Integrated Qt5 Launcher]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{{infobox subsystem&lt;br /&gt;
|image = {{#if: {{{logo|}}} | {{{logo}}} }}&lt;br /&gt;
|name = {{{name|descriptive name}}}&lt;br /&gt;
|started= {{{start-date|please specify a date}}}&lt;br /&gt;
|description = {{{description|description still missing}}}&lt;br /&gt;
|status = {{{current-status|unknown}}}&lt;br /&gt;
|developers =  {{{developers|missing}}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Motivation ==&lt;br /&gt;
{{{motivation-body|unknown motivation}}}&lt;br /&gt;
== Objective ==&lt;br /&gt;
{{{objective-body|unknown objective}}}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
{{{background-body|unknown background}}}&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
{{{status-body|unknown status}}}&lt;br /&gt;
&lt;br /&gt;
=== News / Updates ===&lt;br /&gt;
{{{news-body|}}}&lt;br /&gt;
=== Changelog ===&lt;br /&gt;
{{{changelog-body|}}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode=packed widths=230px heights=230px&amp;gt;&lt;br /&gt;
Africa-Natural.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Roadmap ==&lt;br /&gt;
{{roadmap|}}&lt;br /&gt;
== Related ==&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{category|}}} | [[Category:{{{category}}}]] }}&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125814</id>
		<title>World Scenery 3.0 roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125814"/>
		<updated>2020-06-21T05:03:29Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Scenery Core Development}}&lt;br /&gt;
{{See also|TerraGear roadmap}}&lt;br /&gt;
{{Project&lt;br /&gt;
|name = World Scenery 3.0&lt;br /&gt;
|description = New world-wide scenery&lt;br /&gt;
|start-date = 2019-Sep&lt;br /&gt;
|current-status = Active&lt;br /&gt;
|developers = Scott Giese&amp;lt;br/&amp;gt;Richard Harrison&amp;lt;br/&amp;gt;Stuart Buchanan&lt;br /&gt;
&lt;br /&gt;
|motivation-body = &lt;br /&gt;
{{Main article|Virtual Planet Builder}}&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |Virtual Planet Builder (VPB) is OSG's terrain-database-building tool.&lt;br /&gt;
It loads GIS elevation data for a&lt;br /&gt;
region, combines it with imagery and produces a spatially-balanced&lt;br /&gt;
quadtree tiled database that can be navigated simply by loading the&lt;br /&gt;
top-level file. All of the LOD Ranges are pre-configured and the&lt;br /&gt;
DatabasePager automatically loads and unloads different segments of&lt;br /&gt;
terrain without any supporting userspace code required. VPB can build&lt;br /&gt;
terrain models ranging from a small area to the entire planet. These&lt;br /&gt;
databases can be fluidly navigated at 60fps from outer space down to&lt;br /&gt;
ground level with no interruptions. The terrain models are built of&lt;br /&gt;
regular grid arrays with optional edge-skirts to conceal any cracks&lt;br /&gt;
caused by adjacent LOD differences.&amp;lt;br/&amp;gt;&lt;br /&gt;
  |{{cite web |url=http://alphapixel.com/wp-content/uploads/2015/04/OpenSceneGraph-OSG-Virtual-Planet-Builder-VPB-OSGDEM.pdf&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;OpenScenGraph's Virtual Planet Builder/OSGDEM&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |publisher=&amp;lt;nowiki&amp;gt;AlphaPixel, LLC&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|objective-body =&lt;br /&gt;
Produce high-quality scenery using the best-known practices.&lt;br /&gt;
&lt;br /&gt;
TerraGear becomes obsolete in favor of VPB.&lt;br /&gt;
&lt;br /&gt;
OpenGL 3.3 Core Profile: WS3.0 will require us to eliminate the usage of the fixed-function pipeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Shader-based Rendering: All of the terrain renderings will be done via GLSL shaders.&amp;lt;br/&amp;gt;&lt;br /&gt;
OSG Core: OpenSceneGraph will require targeting of the OpenGL Core Profile.&lt;br /&gt;
&lt;br /&gt;
WS3.0 will continue to cooperate with osm2city.&lt;br /&gt;
&lt;br /&gt;
Easy upgrade: Airport layouts will be generated in real-time. Apt.dat will continue to be the primary source for airport layouts.&lt;br /&gt;
Airports will be draped over the terrain. This eliminates the need to cut airport layouts into the underlying terrain.&lt;br /&gt;
&lt;br /&gt;
|background-body =&lt;br /&gt;
=== Data Sources ===&lt;br /&gt;
&lt;br /&gt;
:;SRTMGL3.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL3.003/&lt;br /&gt;
:;SRTMGL1.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL1.003/&lt;br /&gt;
:;Global Land Cover:: https://lcviewer.vito.be/&lt;br /&gt;
:;Natural Earth:: https://www.naturalearthdata.com/&lt;br /&gt;
&lt;br /&gt;
|status-body =&lt;br /&gt;
Proof of Concept  {{progressbar|100}}&lt;br /&gt;
* VPB {{done}}&lt;br /&gt;
* osgOcean {{done}}&lt;br /&gt;
* osgVegetation {{done}}&lt;br /&gt;
* Generate terrain for Hawaii {{done}}&lt;br /&gt;
* Hack Hawaii VPB into FG {{done}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OSG {{progressbar|70}}&lt;br /&gt;
* Core Profile: {{done}}&lt;br /&gt;
* GLVND Support: {{done}}&lt;br /&gt;
* glTF Plugin Support: {{ongoing}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gallery&lt;br /&gt;
| title  = Standard-Fidelity&lt;br /&gt;
| align  = right&lt;br /&gt;
| N00-N10-LC100m-SRTMGL3.png | N00-N60 lat&lt;br /&gt;
| Africa-LC100m-SRTMGL3.png | Africa Land Coverage&lt;br /&gt;
| Africa-Natural.png | Natural Earth&lt;br /&gt;
}}&lt;br /&gt;
=== Standard-Fidelity - 90m SRTMGL3 - 100m Global Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|30}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL3.003 {{ongoing}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
* Process through VPB {{ongoing}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High-Fidelity - 30m SRTMGL1 - Best Available Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|30}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL1.003 {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
* Process through VPB {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|news-body=&lt;br /&gt;
The northern hemisphere, up to N60, has been completed.  SRTM data was not captured above this point, so alternative data sources need to be determined.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
For the experimental runtime generated mesh/landclassing engine - which may become WS3.0 - see [[Experimental terrain engine]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Development projects‎]]&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125813</id>
		<title>World Scenery 3.0 roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125813"/>
		<updated>2020-06-21T04:41:13Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Scenery Core Development}}&lt;br /&gt;
{{See also|TerraGear roadmap}}&lt;br /&gt;
{{Project&lt;br /&gt;
|name = World Scenery 3.0&lt;br /&gt;
|description = New world-wide scenery&lt;br /&gt;
|start-date = 2019-Sep&lt;br /&gt;
|current-status = Active&lt;br /&gt;
|developers = Scott Giese&amp;lt;br/&amp;gt;Richard Harrison&amp;lt;br/&amp;gt;Stuart Buchanan&lt;br /&gt;
&lt;br /&gt;
|motivation-body = &lt;br /&gt;
{{Main article|Virtual Planet Builder}}&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |Virtual Planet Builder (VPB) is OSG's terrain-database-building tool.&lt;br /&gt;
It loads GIS elevation data for a&lt;br /&gt;
region, combines it with imagery and produces a spatially-balanced&lt;br /&gt;
quadtree tiled database that can be navigated simply by loading the&lt;br /&gt;
top-level file. All of the LOD Ranges are pre-configured and the&lt;br /&gt;
DatabasePager automatically loads and unloads different segments of&lt;br /&gt;
terrain without any supporting userspace code required. VPB can build&lt;br /&gt;
terrain models ranging from a small area to the entire planet. These&lt;br /&gt;
databases can be fluidly navigated at 60fps from outer space down to&lt;br /&gt;
ground level with no interruptions. The terrain models are built of&lt;br /&gt;
regular grid arrays with optional edge-skirts to conceal any cracks&lt;br /&gt;
caused by adjacent LOD differences.&amp;lt;br/&amp;gt;&lt;br /&gt;
  |{{cite web |url=http://alphapixel.com/wp-content/uploads/2015/04/OpenSceneGraph-OSG-Virtual-Planet-Builder-VPB-OSGDEM.pdf&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;OpenScenGraph's Virtual Planet Builder/OSGDEM&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |publisher=&amp;lt;nowiki&amp;gt;AlphaPixel, LLC&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|objective-body =&lt;br /&gt;
Produce high-quality scenery using the best-known practices.&lt;br /&gt;
&lt;br /&gt;
TerraGear becomes obsolete in favor of VPB.&lt;br /&gt;
&lt;br /&gt;
OpenGL 3.3 Core Profile: WS3.0 will require us to eliminate the usage of the fixed-function pipeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Shader-based Rendering: All of the terrain renderings will be done via GLSL shaders.&amp;lt;br/&amp;gt;&lt;br /&gt;
OSG Core: OpenSceneGraph will require targeting of the OpenGL Core Profile.&lt;br /&gt;
&lt;br /&gt;
WS3.0 will continue to cooperate with osm2city.&lt;br /&gt;
&lt;br /&gt;
Easy upgrade: Airport layouts will be generated in real-time. Apt.dat will continue to be the primary source for airport layouts.&lt;br /&gt;
Airports will be draped over the terrain. This eliminates the need to cut airport layouts into the underlying terrain.&lt;br /&gt;
&lt;br /&gt;
|background-body =&lt;br /&gt;
=== Data Sources ===&lt;br /&gt;
&lt;br /&gt;
:;SRTMGL3.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL3.003/&lt;br /&gt;
:;SRTMGL1.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL1.003/&lt;br /&gt;
:;Global Land Cover:: https://lcviewer.vito.be/&lt;br /&gt;
:;Natural Earth:: https://www.naturalearthdata.com/&lt;br /&gt;
&lt;br /&gt;
|status-body =&lt;br /&gt;
Proof of Concept  {{progressbar|100}}&lt;br /&gt;
* VPB {{done}}&lt;br /&gt;
* osgOcean {{done}}&lt;br /&gt;
* osgVegetation {{done}}&lt;br /&gt;
* Generate terrain for Hawaii {{done}}&lt;br /&gt;
* Hack Hawaii VPB into FG {{done}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OSG {{progressbar|70}}&lt;br /&gt;
* Core Profile: {{done}}&lt;br /&gt;
* GLVND Support: {{done}}&lt;br /&gt;
* glTF Plugin Support: {{ongoing}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gallery&lt;br /&gt;
| title  = Standard-Fidelity&lt;br /&gt;
| align  = right&lt;br /&gt;
| N00-N10-LC100m-SRTMGL3.png | N00-N60 lat&lt;br /&gt;
| Africa-LC100m-SRTMGL3.png | Africa Land Coverage&lt;br /&gt;
| Africa-Natural.png | Natural Earth&lt;br /&gt;
}}&lt;br /&gt;
=== Standard-Fidelity - 90m SRTMGL3 - 100m Global Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|30}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL3.003 {{ongoing}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
* Process through VPB {{ongoing}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High-Fidelity - 30m SRTMGL1 - Best Available Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|30}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL1.003 {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
* Process through VPB {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|gallery-body =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
For the experimental runtime generated mesh/landclassing engine - which may become WS3.0 - see [[Experimental terrain engine]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Development projects‎]]&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:N00-N10-LC100m-SRTMGL3.png&amp;diff=125812</id>
		<title>File:N00-N10-LC100m-SRTMGL3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:N00-N10-LC100m-SRTMGL3.png&amp;diff=125812"/>
		<updated>2020-06-21T04:37:33Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: Scttgs uploaded a new version of File:N00-N10-LC100m-SRTMGL3.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=N00-N10 lat}}&lt;br /&gt;
|date=2020-06-06&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Scttgs|Scttgs]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{self|cc-by-sa-4.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125674</id>
		<title>World Scenery 3.0 roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125674"/>
		<updated>2020-06-14T03:36:47Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Scenery Core Development}}&lt;br /&gt;
{{See also|TerraGear roadmap}}&lt;br /&gt;
{{Project&lt;br /&gt;
|name = World Scenery 3.0&lt;br /&gt;
|description = New world-wide scenery&lt;br /&gt;
|start-date = 2019-Sep&lt;br /&gt;
|current-status = Active&lt;br /&gt;
|developers = Scott Giese&amp;lt;br/&amp;gt;Richard Harrison&amp;lt;br/&amp;gt;Stuart Buchanan&lt;br /&gt;
&lt;br /&gt;
|motivation-body = &lt;br /&gt;
{{Main article|Virtual Planet Builder}}&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |Virtual Planet Builder (VPB) is OSG's terrain-database-building tool.&lt;br /&gt;
It loads GIS elevation data for a&lt;br /&gt;
region, combines it with imagery and produces a spatially-balanced&lt;br /&gt;
quadtree tiled database that can be navigated simply by loading the&lt;br /&gt;
top-level file. All of the LOD Ranges are pre-configured and the&lt;br /&gt;
DatabasePager automatically loads and unloads different segments of&lt;br /&gt;
terrain without any supporting userspace code required. VPB can build&lt;br /&gt;
terrain models ranging from a small area to the entire planet. These&lt;br /&gt;
databases can be fluidly navigated at 60fps from outer space down to&lt;br /&gt;
ground level with no interruptions. The terrain models are built of&lt;br /&gt;
regular grid arrays with optional edge-skirts to conceal any cracks&lt;br /&gt;
caused by adjacent LOD differences.&amp;lt;br/&amp;gt;&lt;br /&gt;
  |{{cite web |url=http://alphapixel.com/wp-content/uploads/2015/04/OpenSceneGraph-OSG-Virtual-Planet-Builder-VPB-OSGDEM.pdf&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;OpenScenGraph's Virtual Planet Builder/OSGDEM&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |publisher=&amp;lt;nowiki&amp;gt;AlphaPixel, LLC&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|objective-body =&lt;br /&gt;
Produce high-quality scenery using the best-known practices.&lt;br /&gt;
&lt;br /&gt;
TerraGear becomes obsolete in favor of VPB.&lt;br /&gt;
&lt;br /&gt;
OpenGL 3.3 Core Profile: WS3.0 will require us to eliminate the usage of the fixed-function pipeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Shader-based Rendering: All of the terrain renderings will be done via GLSL shaders.&amp;lt;br/&amp;gt;&lt;br /&gt;
OSG Core: OpenSceneGraph will require targeting of the OpenGL Core Profile.&lt;br /&gt;
&lt;br /&gt;
WS3.0 will continue to cooperate with osm2city.&lt;br /&gt;
&lt;br /&gt;
Easy upgrade: Airport layouts will be generated in real-time. Apt.dat will continue to be the primary source for airport layouts.&lt;br /&gt;
Airports will be draped over the terrain. This eliminates the need to cut airport layouts into the underlying terrain.&lt;br /&gt;
&lt;br /&gt;
|background-body =&lt;br /&gt;
=== Data Sources ===&lt;br /&gt;
&lt;br /&gt;
:;SRTMGL3.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL3.003/&lt;br /&gt;
:;SRTMGL1.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL1.003/&lt;br /&gt;
:;Global Land Cover:: https://lcviewer.vito.be/&lt;br /&gt;
:;Natural Earth:: https://www.naturalearthdata.com/&lt;br /&gt;
&lt;br /&gt;
|status-body =&lt;br /&gt;
Proof of Concept  {{progressbar|100}}&lt;br /&gt;
* VPB {{done}}&lt;br /&gt;
* osgOcean {{done}}&lt;br /&gt;
* osgVegetation {{done}}&lt;br /&gt;
* Generate terrain for Hawaii {{done}}&lt;br /&gt;
* Hack Hawaii VPB into FG {{done}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OSG {{progressbar|70}}&lt;br /&gt;
* Core Profile: {{done}}&lt;br /&gt;
* GLVND Support: {{done}}&lt;br /&gt;
* glTF Plugin Support: {{ongoing}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gallery&lt;br /&gt;
| title  = Standard-Fidelity&lt;br /&gt;
| align  = right&lt;br /&gt;
| N00-N10-LC100m-SRTMGL3.png | N00-N45 lat&lt;br /&gt;
| Africa-LC100m-SRTMGL3.png | Africa Land Coverage&lt;br /&gt;
| Africa-Natural.png | Natural Earth&lt;br /&gt;
}}&lt;br /&gt;
=== Standard-Fidelity - 90m SRTMGL3 - 100m Global Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|20}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL3.003 {{ongoing}}&lt;br /&gt;
** Northern: {{progressbar|50}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
* Process through VPB {{ongoing}}&lt;br /&gt;
** Northern: {{progressbar|50}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High-Fidelity - 30m SRTMGL1 - Best Available Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|20}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL1.003 {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
* Process through VPB {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|gallery-body =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
For the experimental runtime generated mesh/landclassing engine - which may become WS3.0 - see [[Experimental terrain engine]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Development projects‎]]&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:N00-N10-LC100m-SRTMGL3.png&amp;diff=125673</id>
		<title>File:N00-N10-LC100m-SRTMGL3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:N00-N10-LC100m-SRTMGL3.png&amp;diff=125673"/>
		<updated>2020-06-14T03:32:20Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: Scttgs uploaded a new version of File:N00-N10-LC100m-SRTMGL3.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=N00-N10 lat}}&lt;br /&gt;
|date=2020-06-06&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Scttgs|Scttgs]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{self|cc-by-sa-4.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Africa-Natural.png&amp;diff=125672</id>
		<title>File:Africa-Natural.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Africa-Natural.png&amp;diff=125672"/>
		<updated>2020-06-14T03:30:53Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: Scttgs uploaded a new version of File:Africa-Natural.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=Africa Natural Earth}}&lt;br /&gt;
|date=2020-06-06&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Scttgs|Scttgs]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{self|cc-by-sa-4.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125605</id>
		<title>World Scenery 3.0 roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125605"/>
		<updated>2020-06-12T01:12:28Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Scenery Core Development}}&lt;br /&gt;
{{See also|TerraGear roadmap}}&lt;br /&gt;
{{Project&lt;br /&gt;
|name = World Scenery 3.0&lt;br /&gt;
|description = New world-wide scenery&lt;br /&gt;
|start-date = 2019-Sep&lt;br /&gt;
|current-status = Active&lt;br /&gt;
|developers = Scott Giese&amp;lt;br/&amp;gt;Richard Harrison&amp;lt;br/&amp;gt;Stuart Buchanan&lt;br /&gt;
&lt;br /&gt;
|motivation-body = &lt;br /&gt;
{{Main article|Virtual Planet Builder}}&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |Virtual Planet Builder (VPB) is OSG's terrain-database-building tool.&lt;br /&gt;
It loads GIS elevation data for a&lt;br /&gt;
region, combines it with imagery and produces a spatially-balanced&lt;br /&gt;
quadtree tiled database that can be navigated simply by loading the&lt;br /&gt;
top-level file. All of the LOD Ranges are pre-configured and the&lt;br /&gt;
DatabasePager automatically loads and unloads different segments of&lt;br /&gt;
terrain without any supporting userspace code required. VPB can build&lt;br /&gt;
terrain models ranging from a small area to the entire planet. These&lt;br /&gt;
databases can be fluidly navigated at 60fps from outer space down to&lt;br /&gt;
ground level with no interruptions. The terrain models are built of&lt;br /&gt;
regular grid arrays with optional edge-skirts to conceal any cracks&lt;br /&gt;
caused by adjacent LOD differences.&amp;lt;br/&amp;gt;&lt;br /&gt;
  |{{cite web |url=http://alphapixel.com/wp-content/uploads/2015/04/OpenSceneGraph-OSG-Virtual-Planet-Builder-VPB-OSGDEM.pdf&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;OpenScenGraph's Virtual Planet Builder/OSGDEM&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |publisher=&amp;lt;nowiki&amp;gt;AlphaPixel, LLC&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|objective-body =&lt;br /&gt;
Produce high-quality scenery using the best-known practices.&lt;br /&gt;
&lt;br /&gt;
TerraGear becomes obsolete in favor of VPB.&lt;br /&gt;
&lt;br /&gt;
OpenGL 3.3 Core Profile: WS3.0 will require us to eliminate the usage of the fixed-function pipeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Shader-based Rendering: All of the terrain renderings will be done via GLSL shaders.&amp;lt;br/&amp;gt;&lt;br /&gt;
OSG Core: OpenSceneGraph will require targeting of the OpenGL Core Profile.&lt;br /&gt;
&lt;br /&gt;
WS3.0 will continue to cooperate with osm2city.&lt;br /&gt;
&lt;br /&gt;
Easy upgrade: Airport layouts will be generated in real-time. Apt.dat will continue to be the primary source for airport layouts.&lt;br /&gt;
Airports will be draped over the terrain. This eliminates the need to cut airport layouts into the underlying terrain.&lt;br /&gt;
&lt;br /&gt;
|background-body =&lt;br /&gt;
=== Data Sources ===&lt;br /&gt;
&lt;br /&gt;
:;SRTMGL3.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL3.003/&lt;br /&gt;
:;SRTMGL1.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL1.003/&lt;br /&gt;
:;Global Land Cover:: https://lcviewer.vito.be/&lt;br /&gt;
:;Natural Earth:: https://www.naturalearthdata.com/&lt;br /&gt;
&lt;br /&gt;
|status-body =&lt;br /&gt;
Proof of Concept  {{progressbar|100}}&lt;br /&gt;
* VPB {{done}}&lt;br /&gt;
* osgOcean {{done}}&lt;br /&gt;
* osgVegetation {{done}}&lt;br /&gt;
* Generate terrain for Hawaii {{done}}&lt;br /&gt;
* Hack Hawaii VPB into FG {{done}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OSG {{progressbar|70}}&lt;br /&gt;
* Core Profile: {{done}}&lt;br /&gt;
* GLVND Support: {{done}}&lt;br /&gt;
* glTF Plugin Support: {{ongoing}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gallery&lt;br /&gt;
| title  = Standard-Fidelity&lt;br /&gt;
| align  = right&lt;br /&gt;
| N00-N10-LC100m-SRTMGL3.png | N00-N40 lat&lt;br /&gt;
| Africa-LC100m-SRTMGL3.png | Africa Land Coverage&lt;br /&gt;
| Africa-Natural.png | Africa Natural Earth&lt;br /&gt;
}}&lt;br /&gt;
=== Standard-Fidelity - 90m SRTMGL3 - 100m Global Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|20}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL3.003 {{ongoing}}&lt;br /&gt;
** Northern: {{progressbar|40}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
* Process through VPB {{ongoing}}&lt;br /&gt;
** Northern: {{progressbar|40}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High-Fidelity - 30m SRTMGL1 - Best Available Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|20}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL1.003 {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
* Process through VPB {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|gallery-body =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
For the experimental runtime generated mesh/landclassing engine - which may become WS3.0 - see [[Experimental terrain engine]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Development projects‎]]&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:N00-N10-LC100m-SRTMGL3.png&amp;diff=125604</id>
		<title>File:N00-N10-LC100m-SRTMGL3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:N00-N10-LC100m-SRTMGL3.png&amp;diff=125604"/>
		<updated>2020-06-12T01:10:52Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: Scttgs uploaded a new version of File:N00-N10-LC100m-SRTMGL3.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=N00-N10 lat}}&lt;br /&gt;
|date=2020-06-06&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Scttgs|Scttgs]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{self|cc-by-sa-4.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125601</id>
		<title>World Scenery 3.0 roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125601"/>
		<updated>2020-06-11T02:51:44Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Scenery Core Development}}&lt;br /&gt;
{{See also|TerraGear roadmap}}&lt;br /&gt;
{{Project&lt;br /&gt;
|name = World Scenery 3.0&lt;br /&gt;
|description = New world-wide scenery&lt;br /&gt;
|start-date = 2019-Sep&lt;br /&gt;
|current-status = Active&lt;br /&gt;
|developers = Scott Giese&amp;lt;br/&amp;gt;Richard Harrison&amp;lt;br/&amp;gt;Stuart Buchanan&lt;br /&gt;
&lt;br /&gt;
|motivation-body = &lt;br /&gt;
{{Main article|Virtual Planet Builder}}&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |Virtual Planet Builder (VPB) is OSG's terrain-database-building tool.&lt;br /&gt;
It loads GIS elevation data for a&lt;br /&gt;
region, combines it with imagery and produces a spatially-balanced&lt;br /&gt;
quadtree tiled database that can be navigated simply by loading the&lt;br /&gt;
top-level file. All of the LOD Ranges are pre-configured and the&lt;br /&gt;
DatabasePager automatically loads and unloads different segments of&lt;br /&gt;
terrain without any supporting userspace code required. VPB can build&lt;br /&gt;
terrain models ranging from a small area to the entire planet. These&lt;br /&gt;
databases can be fluidly navigated at 60fps from outer space down to&lt;br /&gt;
ground level with no interruptions. The terrain models are built of&lt;br /&gt;
regular grid arrays with optional edge-skirts to conceal any cracks&lt;br /&gt;
caused by adjacent LOD differences.&amp;lt;br/&amp;gt;&lt;br /&gt;
  |{{cite web |url=http://alphapixel.com/wp-content/uploads/2015/04/OpenSceneGraph-OSG-Virtual-Planet-Builder-VPB-OSGDEM.pdf&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;OpenScenGraph's Virtual Planet Builder/OSGDEM&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |publisher=&amp;lt;nowiki&amp;gt;AlphaPixel, LLC&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|objective-body =&lt;br /&gt;
Produce high-quality scenery using the best-known practices.&lt;br /&gt;
&lt;br /&gt;
TerraGear becomes obsolete in favor of VPB.&lt;br /&gt;
&lt;br /&gt;
OpenGL 3.3 Core Profile: WS3.0 will require us to eliminate the usage of the fixed-function pipeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Shader-based Rendering: All of the terrain renderings will be done via GLSL shaders.&amp;lt;br/&amp;gt;&lt;br /&gt;
OSG Core: OpenSceneGraph will require targeting of the OpenGL Core Profile.&lt;br /&gt;
&lt;br /&gt;
WS3.0 will continue to cooperate with osm2city.&lt;br /&gt;
&lt;br /&gt;
Easy upgrade: Airport layouts will be generated in real-time. Apt.dat will continue to be the primary source for airport layouts.&lt;br /&gt;
Airports will be draped over the terrain. This eliminates the need to cut airport layouts into the underlying terrain.&lt;br /&gt;
&lt;br /&gt;
|background-body =&lt;br /&gt;
=== Data Sources ===&lt;br /&gt;
&lt;br /&gt;
:;SRTMGL3.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL3.003/&lt;br /&gt;
:;SRTMGL1.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL1.003/&lt;br /&gt;
:;Global Land Cover:: https://lcviewer.vito.be/&lt;br /&gt;
:;Natural Earth:: https://www.naturalearthdata.com/&lt;br /&gt;
&lt;br /&gt;
|status-body =&lt;br /&gt;
Proof of Concept  {{progressbar|100}}&lt;br /&gt;
* VPB {{done}}&lt;br /&gt;
* osgOcean {{done}}&lt;br /&gt;
* osgVegetation {{done}}&lt;br /&gt;
* Generate terrain for Hawaii {{done}}&lt;br /&gt;
* Hack Hawaii VPB into FG {{done}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OSG {{progressbar|70}}&lt;br /&gt;
* Core Profile: {{done}}&lt;br /&gt;
* GLVND Support: {{done}}&lt;br /&gt;
* glTF Plugin Support: {{ongoing}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gallery&lt;br /&gt;
| title  = Standard-Fidelity&lt;br /&gt;
| align  = right&lt;br /&gt;
| N00-N10-LC100m-SRTMGL3.png | N00-N35 lat&lt;br /&gt;
| Africa-LC100m-SRTMGL3.png | Africa Land Coverage&lt;br /&gt;
| Africa-Natural.png | Africa Natural Earth&lt;br /&gt;
}}&lt;br /&gt;
=== Standard-Fidelity - 90m SRTMGL3 - 100m Global Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|20}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL3.003 {{ongoing}}&lt;br /&gt;
** Northern: {{progressbar|40}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
* Process through VPB {{ongoing}}&lt;br /&gt;
** Northern: {{progressbar|40}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High-Fidelity - 30m SRTMGL1 - Best Available Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|20}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL1.003 {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
* Process through VPB {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|gallery-body =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
For the experimental runtime generated mesh/landclassing engine - which may become WS3.0 - see [[Experimental terrain engine]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Development projects‎]]&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:N00-N10-LC100m-SRTMGL3.png&amp;diff=125600</id>
		<title>File:N00-N10-LC100m-SRTMGL3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:N00-N10-LC100m-SRTMGL3.png&amp;diff=125600"/>
		<updated>2020-06-11T02:49:56Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: Scttgs uploaded a new version of File:N00-N10-LC100m-SRTMGL3.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=N00-N10 lat}}&lt;br /&gt;
|date=2020-06-06&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Scttgs|Scttgs]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{self|cc-by-sa-4.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125592</id>
		<title>World Scenery 3.0 roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=World_Scenery_3.0_roadmap&amp;diff=125592"/>
		<updated>2020-06-10T04:11:34Z</updated>

		<summary type="html">&lt;p&gt;Scttgs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Scenery Core Development}}&lt;br /&gt;
{{See also|TerraGear roadmap}}&lt;br /&gt;
{{Project&lt;br /&gt;
|name = World Scenery 3.0&lt;br /&gt;
|description = New world-wide scenery&lt;br /&gt;
|start-date = 2019-Sep&lt;br /&gt;
|current-status = Active&lt;br /&gt;
|developers = Scott Giese&amp;lt;br/&amp;gt;Richard Harrison&amp;lt;br/&amp;gt;Stuart Buchanan&lt;br /&gt;
&lt;br /&gt;
|motivation-body = &lt;br /&gt;
{{Main article|Virtual Planet Builder}}&lt;br /&gt;
{{FGCquote&lt;br /&gt;
  |Virtual Planet Builder (VPB) is OSG's terrain-database-building tool.&lt;br /&gt;
It loads GIS elevation data for a&lt;br /&gt;
region, combines it with imagery and produces a spatially-balanced&lt;br /&gt;
quadtree tiled database that can be navigated simply by loading the&lt;br /&gt;
top-level file. All of the LOD Ranges are pre-configured and the&lt;br /&gt;
DatabasePager automatically loads and unloads different segments of&lt;br /&gt;
terrain without any supporting userspace code required. VPB can build&lt;br /&gt;
terrain models ranging from a small area to the entire planet. These&lt;br /&gt;
databases can be fluidly navigated at 60fps from outer space down to&lt;br /&gt;
ground level with no interruptions. The terrain models are built of&lt;br /&gt;
regular grid arrays with optional edge-skirts to conceal any cracks&lt;br /&gt;
caused by adjacent LOD differences.&amp;lt;br/&amp;gt;&lt;br /&gt;
  |{{cite web |url=http://alphapixel.com/wp-content/uploads/2015/04/OpenSceneGraph-OSG-Virtual-Planet-Builder-VPB-OSGDEM.pdf&lt;br /&gt;
     |title=&amp;lt;nowiki&amp;gt;OpenScenGraph's Virtual Planet Builder/OSGDEM&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
     |publisher=&amp;lt;nowiki&amp;gt;AlphaPixel, LLC&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
   }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|objective-body =&lt;br /&gt;
Produce high-quality scenery using the best-known practices.&lt;br /&gt;
&lt;br /&gt;
TerraGear becomes obsolete in favor of VPB.&lt;br /&gt;
&lt;br /&gt;
OpenGL 3.3 Core Profile: WS3.0 will require us to eliminate the usage of the fixed-function pipeline.&amp;lt;br/&amp;gt;&lt;br /&gt;
Shader-based Rendering: All of the terrain renderings will be done via GLSL shaders.&amp;lt;br/&amp;gt;&lt;br /&gt;
OSG Core: OpenSceneGraph will require targeting of the OpenGL Core Profile.&lt;br /&gt;
&lt;br /&gt;
WS3.0 will continue to cooperate with osm2city.&lt;br /&gt;
&lt;br /&gt;
Easy upgrade: Airport layouts will be generated in real-time. Apt.dat will continue to be the primary source for airport layouts.&lt;br /&gt;
Airports will be draped over the terrain. This eliminates the need to cut airport layouts into the underlying terrain.&lt;br /&gt;
&lt;br /&gt;
|background-body =&lt;br /&gt;
=== Data Sources ===&lt;br /&gt;
&lt;br /&gt;
:;SRTMGL3.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL3.003/&lt;br /&gt;
:;SRTMGL1.003:: https://e4ftl01.cr.usgs.gov/MEASURES/SRTMGL1.003/&lt;br /&gt;
:;Global Land Cover:: https://lcviewer.vito.be/&lt;br /&gt;
:;Natural Earth:: https://www.naturalearthdata.com/&lt;br /&gt;
&lt;br /&gt;
|status-body =&lt;br /&gt;
Proof of Concept  {{progressbar|100}}&lt;br /&gt;
* VPB {{done}}&lt;br /&gt;
* osgOcean {{done}}&lt;br /&gt;
* osgVegetation {{done}}&lt;br /&gt;
* Generate terrain for Hawaii {{done}}&lt;br /&gt;
* Hack Hawaii VPB into FG {{done}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OSG {{progressbar|70}}&lt;br /&gt;
* Core Profile: {{done}}&lt;br /&gt;
* GLVND Support: {{done}}&lt;br /&gt;
* glTF Plugin Support: {{ongoing}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gallery&lt;br /&gt;
| title  = Standard-Fidelity&lt;br /&gt;
| align  = right&lt;br /&gt;
| N00-N10-LC100m-SRTMGL3.png | N00-N30 lat&lt;br /&gt;
| Africa-LC100m-SRTMGL3.png | Africa Land Coverage&lt;br /&gt;
| Africa-Natural.png | Africa Natural Earth&lt;br /&gt;
}}&lt;br /&gt;
=== Standard-Fidelity - 90m SRTMGL3 - 100m Global Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|10}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL3.003 {{ongoing}}&lt;br /&gt;
** Northern: {{progressbar|30}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
* Process through VPB {{ongoing}}&lt;br /&gt;
** Northern: {{progressbar|30}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High-Fidelity - 30m SRTMGL1 - Best Available Land Cover ===&lt;br /&gt;
&lt;br /&gt;
Virtual Planet Builder {{progressbar|20}}&lt;br /&gt;
* Procure Demographic Data: SRTMGL1.003 {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
* Process through VPB {{paused}}&lt;br /&gt;
** Northern: {{progressbar|70}}&lt;br /&gt;
** Southern: {{progressbar|0}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|gallery-body =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
For the experimental runtime generated mesh/landclassing engine - which may become WS3.0 - see [[Experimental terrain engine]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Development projects‎]]&lt;br /&gt;
[[Category:Scenery]]&lt;/div&gt;</summary>
		<author><name>Scttgs</name></author>
	</entry>
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