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



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