Updated based on current efforts.
This commit is contained in:
parent
7260c176a9
commit
f3ce0c453c
1 changed files with 48 additions and 0 deletions
|
@ -276,8 +276,45 @@ subdivide triangles to ensure that they never get too long and
|
|||
skinny. It will also let you set up boundaries and holes within the
|
||||
triangulation area.
|
||||
|
||||
\subsection{Scenery Work Space}
|
||||
|
||||
The scenery is constructed in a directory structure that parallels the
|
||||
final structure. The structure looks something like the following:
|
||||
|
||||
\begin{verbatim}
|
||||
Scenery/ ->
|
||||
w140n50/ ->
|
||||
w140n60/ ->
|
||||
w150n50/ ->
|
||||
w141n59/ ->
|
||||
w142n59/ ->
|
||||
w148n59/ ->
|
||||
533872.gz
|
||||
533873.gz
|
||||
533874.gz
|
||||
\end{verbatim}
|
||||
|
||||
Beneath the scenery subdirectory is a series of subdirectories
|
||||
representing 10x10 degree chunks. Each directory is named after the
|
||||
lower left hand corner of the area it contains.
|
||||
|
||||
Beneath each of the 10x10 degree subdirectories is a subdirectory for
|
||||
each 1x1 degree area. Within each of these 1x1 degree subdirectories,
|
||||
is a file for each tile. The file name is the tile's unique numeric
|
||||
index number. There can be multiple files per tile. When this is
|
||||
needed, all files relating to a tile will have the same numeric root
|
||||
for the file name.
|
||||
|
||||
\subsection{Preprocessing tools}
|
||||
|
||||
The preprocessing tools are responsible for inputing raw world data,
|
||||
clipping it to the appropriate scenery tiles, outputing it into the
|
||||
workspace directory tree.
|
||||
|
||||
The scenery assembly and creation tools work on each tile
|
||||
individually, so they expect all the relevant information for a tile
|
||||
to already be there.
|
||||
|
||||
\subsubsection{GenAirports}
|
||||
|
||||
This tools inputs an ascii specification of the airports of the world
|
||||
|
@ -306,6 +343,14 @@ The ShapeFile tool will take the polygons from shapefiles (via GFC),
|
|||
clip them to the appropriate tile boundares (via GPC) and write the
|
||||
resulting polygons to the appropriate tile in the scenery work space.
|
||||
|
||||
The file naming scheme is tile\_index.polygon\_id where tile\_index is
|
||||
the unique numeric index number for the tile and polygon\_id is a
|
||||
unique id for the corresponding polygon. Each polygon is assigned a
|
||||
unique id before it is clipped against tile boundaries. Later we will
|
||||
need to match up the edges of polygons with the pieces from the
|
||||
neighboring tiles and this unique polygon id will enable us to do
|
||||
this. Each polygon that is written out (no matter what the source or
|
||||
type) should have a unique id number assigned to it.
|
||||
|
||||
\subsubsection{DemRaw2ascii}
|
||||
|
||||
|
@ -428,6 +473,9 @@ Generates the width of a 1/8 x 1/8 degree tile at various latitudes.
|
|||
|
||||
%------------------------------------------------------------------------
|
||||
% $Log$
|
||||
% Revision 1.2 1999/03/08 21:59:52 curt
|
||||
% Updated based on current efforts.
|
||||
%
|
||||
% Revision 1.1 1999/02/15 00:38:46 curt
|
||||
% Initial revision.
|
||||
%
|
||||
|
|
Loading…
Reference in a new issue