4/15/2024 0 Comments Flightgear world sceneryPull the docker image by running the following commandĭocker pull flightgear/ws30-vpb-generator:latest.5.10 Generating the Terrain using osgdemĬreate a directory with the following sub-directories:.5.9 Step By Step Procedure for Processing NLCD for the USA using the Raster Calculator, Up sampling and GRASS r.neighbors.5.6 Creating a Raster from a Vector Layer.4 Running FlightGear with the new WS3.0 Terrain.See also the article on Brest photorealistic scenery. To be defined, so this section is reserved for acquiring free high resolution images for it. See Photoscenery for the main article about this subject. Some sources for shapefiles, some of these are already available, the ones with links might not be yet. Data should be free to use, but not sure about the GPL compatibility, this might depend on the original data sources. Also has some data for north eurasia not available in SRTM. Mostly 90m resolution, but some areas are 30m. There can even data be found for regions not covered by SRTM or ASTER, like Antarctica. Mountain data Personal work of Jonathan for filling&fixing SRTM data for mountain areas.License is limited, might be able to get the data and use, but redistribute with non-GPL license. 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.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).
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