On Thursday 01 November 2007 09:32, Curtis Olson wrote: > Certainly we could and should take a look at cleaning up the > scenery render engine API within FlightGear. I think the problem here is about sceney _data_ generation as much as about the scenery engine itself. The sceney generation process is overly complex, many people who tried didn't get far for one reason or another. Then, we have experts who know how everything ties together but simply don't have the time to maintain the code. Finally, when scenery actually gets generated, it either lost a lot of details or worst, has a lot of errors.
There are a few opensource libraries that are dedicated to the features that you have mentioned. GTS, for example, can do continious LODs as well as CSG. The great thing about using existing libraries is that these libraries are purposely designed, dedicated to what they do, and are maintained by experts, instead of being hacks that are written once and hardly get looked at afterwards. So, not only will we able to cut holes into the terrain for runways, we will also be able to do so better and much more efficiently. Ampere ------------------------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel