"Norman Vine" wrote: > I vote for everything being triangle based like the underlying renderer
This puts us at risk to run into huge datasets for every taxiway junction. And last but not least, by relying on a fixed sort of geometries (be it rectangles like now or triangles as you proposed) we're going to manoeuvre from one corner into the next one. If we really aim at developing a foresighted taxiway geometry description then let's use a flexible one. This still allows for employing a triangulator to calculate the taxiway display in the final scenery. With the layout I've proposed you'll be able to determine everything that's needed: The taxiway direction and hence the direction of the centerline are determined by the perpendicular on the face sides of the junction, where the regular taxiways are being connected. You can determine how the centerline crosses the junction by calculating a spline between these two opposing perpendiculars. You have an exact description of the arc between the crossing taxiways and you have the ability to smoothly connect the arc to the straight part by determining the point where the tangent of the arc matches the straight taxiway boundary line. Needless to say that if you keep the straight part as short as possible by definition you automagically can determine where to place the taxiway signs. Regards, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -------------------------------------------------------------------------- _______________________________________________ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d