On 12/7/06, Antonio Almeida wrote:

 I've been working on a prototype flight simulator and I'm running into an
issue I have no idea how to solve, so I decided to ask here since this very
same problem might have been addressed in FlightGear.

I want to model the landing of my aircraft. My problem lies in the
altitude data. The data I have to use is a pixel map, which means that one
"square" (which has around 100 meters side) has a certain value of altitude
and the adjacent "square" has a completely different value... This means
that if I try to land the aircraft in the border between two squares... it
will either fall down or crash against this "virtual discontinuity"!

I'm betting there's an obvious solution to this, but I'm out of ideas!...
Any suggestions?



In FlightGear, our terrain is modeled as an irregular mesh of triangles.  We
can lookup the terrain elevation at any point.  As you move the terrain
elevation value will change "smoothly".  It's not smooth in the sense of the
first or second derivative, but that doesn't cause us a problem, especially
on airport surfaces because we go to extra precautions to make sure all the
elevation points are fitted to a smoothed surface (that approximates the
original terrain data.)

You might want to consider turning your grid of elevation heights into a
triangle mesh (which you must have to do in order to render the data) and
then sample your elevations off the mesh rather than the original data.  Or
maybe you could just interpolate between mesh points ... that might be even
simpler.

Regards,

Curt.
--
Curtis Olson - University of Minnesota - FlightGear Project
http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/
http://www.flightgear.org
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