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