ASTER GDEM Aster data, 30m resolution for the whole world, from 83 degrees north to 83 degrees south.Data goes up to about 60 degrees north and 56 degrees south. SRTM Data - 30m resolution for North America, 90m for most other world.Here is a list of possible data sources for better scenery. Ability to deform objects upon impact.Some sort of fix or workaround for the stretched-textures-on-cliff faces problem that draped textures suffer from in mountainous regions - possibly the ability to cut in textured polygons on steep faces.higher res data immediately adjacent to airports where the pilot is generally closer to the ground and to give good definition on final approach). The ability to drape the textures at differing resolutions at different locations in the scenery.(I won't go into details but this would greatly simplify LOD algorithms) Texture overlays - FG scenery engine does the chopping and texture coord generation.Alternatively much higher elevation resolution with similar frame rates. LOD algorithm/system (with adjustable radius for high and low end users) The current irregular grid mesh works but it's not very efficient and we could get much better framerates with a nice LOD system.I assume all the current 2d polygon data would go away since this would be better represented by the photo texture overlay anyway.And also so it doesn't noticeably bury objects or float objects when the terrain LOD changes. Care should be taken with object vertical placement so the terrain LOD doesn't move the 3d objects up and down noticeable.We'd need to completely overhaul that functionality to work in a photo texture draped, LOD terrain world. Note that our current ability to populate the world with random objects would not work with the new scheme. Ability to populate the world with arbitrary additional 3d objects.Ability to page terrain / textures so continuous flights around the world are still possible.Ability to cut in polygon models of airports.runways and taxiways), so that changes to the underlying data files () could be immediately honored at runtime without having to recompile scenery tiles Provide the foundation to eventually facilitate runtime-based creation of airport features (i.e. Ability to dynamically enable/disable certain scenery features ( ).Thus, they might simply represent peoples random ideas without any warranty about a) making sense in the given context nor b) aligning with the plans of those who are actually driving FlightGear's Scenery development. Most of these items have been collected from various places without reasonable evaluation. In addition, it's fun to fly around a richly detailed world. Specifically, more detail makes the near-ground experience more realistic, especially for helicopter or VFR flight scenery that truly extends to the visible horizon would make high-altitude flight more interesting. We would like to show more detailed scenery that's visible farther away, for a better VFR experience all around. Landclass editing by the end user can then be made with graphics software, no terragear runs are required.We can easily fit man-made landclasses into the rest of the scenery in a plausible way.We get full control over how the transitions between landclasses look like.By avoiding any mesh subdivisions due to landclasses, the mesh vertex count can be cut (drastically?).Generating an image seems to be much easier than vectorizing complex data structures.Many taxidraw users have been using the sorting of the taxiways to achieve specific visual effects, which are visible now in the scenery.The idea is that we move away from vectoried landclasses and encode the information on landclasses in a raster-image (in my terminology a meta-texture). In addition, the order of taxiways from the airport database is now used as specified in the apt.dat-file - in contrast to being sorted by size as in previous scenery builds. * objects from the Scenery Objects Database updated * points previously classified as "town", but not having much in common with settlements at all, have been removed The main changes relative to the old world scenery are: * Most objects and models from the Scenery Objects Database * airport data: apt.dat as released with the V1.0 base package * elevation data: SRTM3 version 2, SRTM30/GTOPO30 version 2 (both from ) * landcover/landmass data provided from the FlightGear MapServer, identical with VMap0 data The scenery is based on the following data sources: It was the current WS at the time of FlightGear 1.9.0 release in December 2008. The World Scenery is made for FlightGear 1.0.0, but from a technical point is should also work with the previous v0.9.8 - v0.9.10 versions of FlightGear. World Scenery v1.0.0 released March 4, 2008.
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