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From: Christian B. <chr...@gm...> - 2007-10-31 22:10:19
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Hello everyone, my name is Christian Buchner. I am responsible for the notoriously troublesome "Tileproxy" addon for FSX and FS 2004. I have recently had a look at FlightGear - I compiled it on Windows XP and I am quite determined to do some hacking on the terrain engine. I would like to get a few pointers where to look for information about the terrain engine that is currently used by Flight Gear. In particular about the irregular terrain mesh - how is it created (at runtime or offline) and how does photo texture currently get mapped onto terrain - how are roads and other terrain features added? (is it all vector or is it texture maps) Some things that I would be interested in working on are: - dynamic terrain tesselation, dynamic LOD - terrain self shadowing (shadow maps) - offloading some of the above to other CPU cores - shaders for water surfaces - mapping phototerrain dynamically (potentially reusing some Tileproxy code) - more shaders for atmospheric effects OpenGL and OpenScene Graph are quite new to me, before I've done some basic DirectX and some basic shaders (up to Shader model 1.4) So it will be a steep learning curve for me. First I need to learn about the capabilities and limitations of the existing terrain engine. So any resources you can point me to would be appreciated. I would like to point some eyeballs towards an interesting technique that was employed in the following work published 2 years ago: They use z displacement mapping with Vertex Shader 3.0 to get some astounding detail at high FPS. Now map phototerrain on top of that and you have a winner ;-) http://www.diva-portal.org/diva/getDocument?urn_nbn_se_liu_diva-5623-1__fulltext.pdf (try to ignore the military aspect of this work - the technology iused s quite interesting) Christian |