![]() ![]() But when trying to simplify these tiles, large holes get generated as the mesh is non manifold. I couldn't get any library to succeed for more than a few hundred tiles. This was necessary, as triangulating the whole tile with OSM roads cut-in was very unstable. This exposed a major weakness in the toolchain used for ws2.0 - It triangulated landclass polys individually instead of whole tile at a time. It's been a year since I started working on LOD ( using Mathias'.This allows us to draw an entire tile (other than linear road / rail / stream ) in one openGL draw call.Ī brief status update on what I am currently doing on the master branch: It would be nice to have all landclass images and this single per tile image to all have the same resolution, so we could use a texture array. probably 8 bits for landclass, and 8 bits for region is enough. We could also encode regional definitions into the same raster image to support irregular shaped region encoding. If we have a per tile raster image with the landclasses encoded, then the borders between landclasses can be smoothed / modified by the shaders. The second idea is to use multiple tcs to allow landclass shaders to know where in a tile they are located. ![]() The btg format should be expanded to allow vertex indices (of a triagle) to have attributes. In openGL, a vertex attribute would be passed to the shader to relay the information. To do this, he needs to know where in the runway polygon, the thresholds are. i4dnf would also like to add dirty / tire marks to the runways. 1 primary set to look up the line texture in the texture atlas, and another set relative to the origin of the pavement. BTG file needs to support multiple texture coordinates. The marking shader needs to know the underlying pavement origin. and bump mapping / dirtying effects cannot be normalized between the line and pavement - leading to visual artifacts. We have this somewhat working now, but the pavement shader is completely clueless about the marking shader. The first idea is separating the runway markings from the pavement. btg file format is extensible, so this may not require major changes and 'could' be backward compatible. As we move to a new scenery structure, that may not be 100% backward compatible, we should be able to add some additional capabilities to the. SPT files expect.Īfter conversing with i4dnf, some extra ideas have come up to fix some of the long standing scenery issues. The output directory needs to match what simgear. The Work directory structure will be overhauled to handle arbitrary tile sizes. In the terragear toolchain, there are 3 main directories: Data, Work, and Output. The lowest detail level being a sphere with a global texture. Optional fourth level and more LODs would be refinements to the third - lower res mesh, and more landclass combining) possibly combining a small area landclass with it's neighbor. To be determined, is how to simplify the landclass polygons. The third level of detail is a simplified mesh, with simplified airports (no bezier interpolation) created as landclass polys (runway, taxiway, and grass). Airports are still smoothed, and cut in to the terrain. The second level of detail maintains the same elevation mesh, but removes line data from both airports and terrain. The highest detail level being identical to WS2.0. Ideally, we would like to have at least 4 levels of detail. So our job, is to update the tools to be able to generate the scenery automatically. The good news is, this new system is already in simgear (thanks to Mathias), and has been tested with 'hand stitched'. Although WS2.0 will continue to receive updates, and bug fixes, I'd like to start planning for the next major overhaul.įor World Scenery 3.0, flightgear will have a LOD system for the underlying mesh. After 2 1/2 years of development, the tool-chain is considered stable. Note: If you did not get a reponse, even after 7 days, you may want to check out the FlightGear mailing lists to ask your question there.World Scenery 2.0 has been released. If you are seeing corrupted/broken textures, please see this article. To run FlightGear on old computers with bad OpenGL support, please take a look at this wiki article. If you experience FlightGear crashes, please report a bug using the issue tracker (can be also used for feature requests). please upload a screenshot of the problem. copy&paste your commandline (tick the "Show commandline box on the last page of FGRun or the "Others" section on the Mac launcher). is there any output printed to the console (black window)? does the problem occur with any aircraft, at any airport? what OS (Windows Xp/Vista, Mac etc.) are you running? Make sure to include answers to at least the following questions in your initial post. In order to help you, we need to know a lot of information. ![]()
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