For the time being of VMap0-data in FlightGear Scenery, there have been
two cases of simplification, where different types of landcover usage
have been stuffed into the same TerraGear work directories:
1.) VMap0 "Glacier" and VMap0 "Polar Ice" have been accumulated in the
'LandCover/Glacier' directory,
2.) VMap0 "Wet Sand" and VMap0 "Marsh" have been mapped together in
'VPF-LandCover/Marsh'.
These have been defined in the 'TGVPF/process.sh' for a long time and
we simply ported the identical mapping over to 'ShapeFile/process.sh',
in order to provide an exact image of what had been done previously
with the TGVPF reader, when we did all those funny ShapeFile thingies.
When I started storing all the landcover data in a PostGIS DB, one goal
I had in mind was to understand and clean up the structure of all those
different layers.
Now, after many hours of reading VMap specs and dealing with this data,
I have come to the point where we could merge VMap1 data into the VMap0
stuff where VMap1 is available and I'd like to have those duplicates
cleaned up before we're getting into an even bigger mess.
This means, and this is what the patch implements, that we're going to
handle "Polar Ice" landcover data separately from "Glacier" as well as
"Wet Sand" (which apparently means "Littoral" in our case) separately
from "Marsh" - in TerraGear. In order to let FlightGear behave the same
as previously, the two mentione mappings are now implemented by
respective additional "name" entries in the 'materials.xml' file. I
already committed these entries.
I'd like to progress with the task of adding improvements to our
landcover data set because I consider it as one of the vital goals of
further development to add more and more diversity to The Scenery. So
I'm eager to see these really small but significant issues resolved.
polygons near the poles.
- Fix a bug in the code that would insert dividing nodes in a long seam which
could lead to infinite recursion for lines on the poles.
- Change airport area clipping semantics to reduce cracks in scenery.
caused missing output (and thus missing scenery features.) This could
also lead to cracks in the scenery because of the nature of the underlying
edge matching system.
polygons. This was to bail us out of the overwhelming memory requirments
when using the default polygon clipping routines on really large polygons.
However, the simplistic polygon partitioner did not handle holes.
Unfortunately, several TG utilities were calling this function with polygons
that did contain holes with potentially mixed results.
I renamed this function tgChopBigSimplePolygon() and created a new
tgChopNormalPolygon() which should be used by most utilities unless you
really know what you are doing.
This has some performance implications, but achieves more correct results.
branch. Kind of an out and back. node[n] == node[n+2] where there is some unique point in between. Our triangulator is usually robust to this, but not in
100% of all cases. So I had some code to catch and eliminate this weirdness.
However, a key piece of code was commented out (?!?) rendering it a no-op.
I fixed this and tile building is more robust now.
Expose a polygon function that will split up long edge lines to keep the
max edge distance below some threshold. This could be used for instance
to reduce long lines in polygon area shapes so they can better follow
the underlying terrain changes.
The patches deal with three separate issues, all rolled up into one
tarball:
Currently, arrayfit always appends .arr.gz onto the name passed on the
command line, meaning that only tile names can be passed. The patch strips
off .arr or .arr.gz if present prior to it's appending, meaning that tile
names or filenames can be passed on the command line.
The interface to the OSGB36 conversion functions is cleaned up a lot. I
can't believe I originally wrote it in such an ugly manner!
A lot of console output (> 5000 lines per tile) is removed from the final
construction process, meaning that the output left can actually be read.
The attached patches significantly quieten the output from genapts, which in it's current form resembles the universe flying by on a bad hair day Remember chaps, console output on Windows is slooowwwwww... Normal service may be resumed using --verbose or -v. I've also added a short help, obtainable with --help or -h. I've also added a couple of extra options, --airport=abcd for just generating a particular airport, and --tile=<[we]xxx[ns]xx> for generating a 1x1 degree tile. We currently have --chunk=<[we]xxx[ns]xx> for generating a 10x10 degree chunk, and I'd like to eventually add --tile as an option to all tools that take --chunk.
This one adds the tile option to
tgvpf.
Erik Hofman:
Some small code changes for IRIX.
It looks like the program gets into an infinite loop while findind
edges for a contour (inserting the same edge over and over until the
program runs out of memory). i am not quite sure i understand the code
but the following patch solved the problem for me:
This could cause tile edges to no longer match up becuase this routine would
adjust node elevations which it shouldn't have. Hopefully this change fixes
the problem.
Attached are patches to Terragear to enable it to compile out of the box on
Cygwin (once all the relavent libraries have been compiled). Specifically
they fix a conflict with another version of min/max somewhere on the
system.