Curtis L. Olson wrote:
> Martin Doege wrote:
> 
>> However, calculating the tide for a given coordinate is probably the
>> lesser problem here (one can use xtide's output for reference, etc.)
>> My main issue  is whether the visualization of the tidal effects can
>> somehow be done with e.g. a Nasal script (good) or by extensively
>> modifying the FG engine itself (not so good, since the FG/SimGear
>> source code is pretty abstract and not very well-commented IMHO)
> 
> 
> 
> You would almost have to redo the scenery in the areas with ocean
> coverage to include the ocean floor elevation, then draw the ocean as a
> seperate layer that can be moved up and down exposing more or less of
> the terrain.
> 
> The trick maybe to find a good sea floor elevation database that is
> reasonably compatible with SRTM, and mesh the two data sets seamlessly.
> 
> Curt.
> 

This would have a nice side effect of autmatically creating beaches.

Josh


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