Am 09.09.11 19:33, schrieb Curtis Olson:
> In addition, there is a fairly sophisticated (and I think cool) step where
> we fit a natural curved surface across the airport elevation and used the
> curved surface instead of raw SRTM points.  This eliminates the "noise" in
> the raw data and gives the airport surface a natural looking slope and
> correct hills and valleys (in most cases.)

Hi Curt

Thank you very much taking time for this.

Now this is very interesting, a curved surface with a natural looking 
slope and correct hills. Can you point me to an example for this ? I 
guess my current examples like KSFO and EHAM etc. do only provide really 
flat areas. I did not see any small hills and valleys in FlightGear 
unless I saw the some "artificial shaders" from Frederic Bouvier

Hm, indeed, for the moment I was only looking to the two dimensional 
triangles and saw that genapts (or terragear) is calculating some small 
areas and probably "unnecessary" triangles like here at KSFO
http://maptest.fgx.ch/screens/wired.png

There are also a lot of duplicate items, or it looks like in the 
wire-frame view, but maybe this items are just very close to each other ...

Anyway, how do you get the "natural" curved surface without height data 
? How are you interpolating between points ? I will try to understand 
this. Of course, I should not be that lazy and should have a look to the 
genapts or terragear code instead, right ;-)

Generally I see that I miss some points here with airport generation and 
it is very different from generating shapes for a map.

Cheers, Yves

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