This would eliminate the need to cut airport layouts into the underlying terrain.ĭue to difficulties with this approach, it has been decided, that we keep using the WS2.0 airports for now. Apt.dat will continue to be the primary source for airport layouts and that airports will be draped over the terrain. WS3.0 will continue to cooperate with osm2city.Įasy upgrade: Initially the plan was that airport layouts will be generated in real-time. OSG Core: OpenSceneGraph will require targeting of the OpenGL Core Profile.Shader-based Rendering: All of the terrain renderings will be done via GLSL shaders.OpenGL 3.3 Core Profile: WS3.0 will require us to eliminate the usage of the fixed-function pipeline.TerraGear becomes obsolete in favor of VPB. Produce high-quality scenery using the best-known practices. The coastline is applied as a high resolution overlay texture that is generated at runtime from OSM data and mixed with the landclass texture by the ws30 shader. This shows a view near Oban in Scotland looking South. WS30 using OSM data to define the coastline. Regular grid arrays with optional edge-skirts to conceal any cracks Theseĭatabases can be fluidly navigated at 60fps from outer space down to Terrain models ranging from a small area to the entire planet. Terrain without any supporting userspace code required. All of the LOD Ranges are pre-configured and theĭatabasePager automatically loads and unloads different segments of Quadtree tiled database that can be navigated simply by loading the Region, combines it with imagery and produces a spatially-balanced Virtual Planet Builder (VPB) is OSG's terrain-database-building tool. See Virtual Planet Builder for the main article about this subject. 4.6 High-Fidelity - 30m SRTMGL1 - Best Available Land Cover.4.3 Standard-Fidelity - 90m SRTMG元 - 100m Global Land Cover.
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