diff --git a/TODO.txt b/TODO.txt new file mode 100644 index 00000000..9ab85386 --- /dev/null +++ b/TODO.txt @@ -0,0 +1,148 @@ +Things I want to do -- CLO + +Scenery Creation Bugs +===================== + +- Columbia river has a section colored with default material + (-119.436, 45.920) tile #991738. + +- I see lakes that aren't properly flattened + +- Add vertex points to tile edges so we reduce the chance of having + big "W" folds at tile borders. + +? Lake Washington (around seattle came out all forest.) Tile #942691. + Upon some investigation (April 22, 2005) it appears that this is an + unfortunate side effect of trying to mix GSHSS and VMAP data. Lake + Washington is considered a "lake" by GSHHS so it's not part of the + top level land mass polygons. However, VMAP connects this to the + ocean, so it doesn't have it in it's lake data. We might have to + consider using just VMAP0 data because GSHHS has problems with the + great lakes and other places ... it's great for shorelines though + and *much* better than VMAP which is really disappointing ... + +x Fixed a bug in tgChopNormalPolygon that could leave big chunks out + of the final output. + +x Some areas not getting colored right now that we went to this 400m segment + length (pick biggest triangle for point inside, but not in a hole?) + For instance, LFPG should be surrounded by farmland, but comes out + only with default. + + This appears to be a problem with TGVPF which calls the "wrong" + polygon chop routine. The one it called leveraged a simplisted + polygon splitter which couldn't handle multi-contour polygons or + polygons with holes. This led to some incorrect output which is + hopefully now fixed. So I guess it was not so much a problem with + tgvpf, but an underlying library function it called. + +x a big hole in the Florida scenery around 26deg 27' 958"N, 80deg 04' + 855"W. 1X4 has bogus taxiway data which appears to be causing this + problem. + +x (05/13/2004) 2990811 in e002n49 fails to build. Remove cycles was + no-oped because a key line was commented out ... not sure why but + the code was commented out when it was put in ... that probably + means it was pasted from elsewhere, but I didn't want to dig that + much to figure out where it might have come from. + +x Put original 3 arcsec dem data as a higher priority than the 30 arcsec + global data. + + +Airport Generator +================= + +- LPMA, LICJ has a problem with skirt nodes. + +- Figure out where the massive memory leak is (probably nurbs++). + +- Generate a surface square for towers, beacons, and wind socks to sit on. + +- Create heliports with an actual "H" texture. + +- come up with a way to mix in dem terrain elevation changes while + preserving the published altitude at the end of each runway + +x Add support for the X-Plane 8.x format + +x (11/08/2004) P13 and KBUR have shelves. + +x KMIC missing grass runway (database problem) :-( + +x KBTM (figure out flaw) + +x limit the amount of rate of elevation change (slope) like we do + for rivers + +x (4/26/2004) Figure out airport elevation bug!!!! (Maybe fixed, need to + monitor closely during next rebuild.) Check KSAN, EGNM, KBUR?, KANE, ... + We now only average airport points for the airport average height, not the + whole area ... that broke down when the airport was on a hill or in a bowl, + or there was a significant elevation change within the area near by. + +x (04/06/2004) KABQ has way too much elevation change, need to make better + limiters (maybe based on slope rather than overall elevation change?) + +x KPOC (grass in middle of runway) + +x KOXR (grass in middle of runway) + +x KTVL (grass area in middle of runway) + +x KMRY (grass in middle of runway) + +x EPWA (sunken runway) + +x (04/06/2004) Fix approach lighting relative to displaced thresholds. + +x (10/31/2002) fix problems with skirt being wrong node count + +x threshold lighting, group by rwy end, not by viewing direction. + +x don't let approach lighting go lower than the altitude of the end of + the runway + +x finish lighting schemes. + + +Tile Generation +=============== + +- Put skirts around every hole + +- Also do this in the on-the-fly flightgear ocean tile generator. + + +Model Output +============ + +- Strippify rather than fan-ify + + +Roads/Streams +============= + +- Cut holes for these, don't let the triangulator split up the edges. + +- Make corners into nicer radius? + +- Lay a texture down appropriately so that it actually looks like a + road (stream?) + +- Create a logical road network near airports so we can create moving + traffic? + + +Mesh Simplification +=================== + +x Find a more intelligent way to simplify the regular DEM mesh into a + TIN - terra! + + +Work Data +========== + +x Regenerate DEM30 data (new code doesn't generate areas that are all + 0 elevation saving a ton of space.)