Footnav Code
Brought to you by:
nickw1509
This is the code for the Footnav project, a 3D OSM visualisation tool aimed at countryside users, and eventually aimed for in-the-field mobile use. See http://footnav.sourceforge.net/ You need a Qt4 development environment set up as well as an OpenGL dev environment. It's tested on Linux (Ubuntu 9.10) and Mac OS X (10.5), though should also work on Windows. To compile, do qmake footnav.pro to generate the makefile, and then make To test, download the file N51W001.hgt e.g. from http://www.g7lwt.com/srtm/ and run: ./footnav Open the SRTM file. You can specify the bounds within the file to load in lat/lon, or click Cancel to load in the whole of the SRTM height file. Performance is reasonably OK for the whole SRTM file on a Mac Book Pro with Nvidia 9400 card, but you might want to restrict the area to load depending on your graphics card. You do need a dedicated graphics card as it runs very, very slowly on a laptop with 512MB ram, no graphics card and SuSE 10.3. Now load in an OSM file. Load in either map.osm (small) or extract.osm (bigger, 0.9 lon x 0.3 lat) from this directory. Change location to lat 51.05, lon -0.72. This is a hilly area of southern England with lots of OSM data and several hills in the range 200 to 300m. The height shading is optimised for this sort of area, with no hills above 300m, though you can change it using the option in the Edit menu (e.g. enter 600m to optimise shading for an area where the hills go up to 600m). Use the left and right arrow keys to rotate the viewpoint (camera) and up and down to move forwards and backwards. 'q' and 'a' move up and down respectively. There are some issues with overlaying the OSM ways on the relief. Bilinear interpolation was used, but the method suffers from the problem that the way route might miss the edges of the SRTM quads and appear to tunnel through them. This is definitely on the todo list, I can think of a way to do it but am open to suggestions. Nick Whitelegg nick_whitelegg@yahoo.co.uk