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