Martin Spott: > "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.
What about a purely symbolic representation? Store just centerline and width for each taxiway, and keep the existing polygonal representation for "tarmac" areas. Throw out the "pre-cut" airport This means that the tile loader will be forced to do some computational geometry at load time to decide on the actual polygons to be rendered by OpenGL. But that's not likely to be too much -- even the biggest airpots have no more than 30 taxiways with no more than ~4 curves on each. Figure an individual curve has no more than 10 segments, with 6 polygons for each segment (two yellow paint, four pavement). So that's a few thousand polygons generated and intersect per airport loaded. Not so bad, really -- note that because it can happen in the loader thread, and therefore make good use of the multi-dispatch multi-core CPUs that are becoming so popular these days. The biggest advantage is that (if you do it with the runways too) it means that the airports can be generated at runtime and edited by the user without doing a terragear scenery regeneration. Andy _______________________________________________ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d