Re: WS3.0 Philosophy and Status
Wayne Bragg <[email protected]> Thu, 28 May 2026 12:51:27 -0500
| Newsgroups | gmane.games.flightgear.devel |
|---|---|
| Message-ID | <[email protected]> |
Hi everyone, Anyone interested in seeing the latest run of WS3.0 NLCD from Adak Alaska and a test from Panama City Florida. https://forum.flightgear.org/viewtopic.php?f=5&t=41903&start=135 I love the shader work when you have a slope increasing in elevation on the coast line. We need more shader work on all boundaries as well as regional texturing. Clipping the coastline with OSM vector is working well on its own. The procedure that basically shrinks the lakes and then clips those with OSM water vector shapes is hit or miss on the NLCD depending on a few variables. But when it works it's nice. I'm interested in looking at the vector source James pointed to and see if it has any better fidelity that of OSM. Stuart discovered the default tile size osgdem is creating is 256x256 which we also discovered is not even as hi res as the line data (roads) we are draping in the scene. I am generating hi-res rasters from NLCD and Sentinel2 they are considerably higher res than genVPB.py (osgdem.py) is capable of generating at the default 256x256 tiles size. That is where the stair stepping is coming from on all the land class boundaries. Thus the need for shader work to smooth those boundaries. Stuart also figured out that changing the default tile size to 1024x allowed osgdem output to realize the higher resolution of the rasters I am creating. Look at the bottom image in the forum post link above to see the difference. We both notice very little if any change in the rendering difficulty between the two, but the storage size of the 1024 tiles was considerably more. An interesting observation, when using the OSM vector data clipping for coastlines or lakes, it clips to the base resolution of the raster. I'm not sure how to explain this technically, but here is what I noticed. It appears that when clipping with the OSM vector data at times it will leave a perfectly straight edge, I assume the resolution of the vector data. Yet there are areas that look like they are stair stepped at the same resolution of the higher res raster, same as if running the high res raster using a 1024 tile size. But this happens with the high res rasters run at the default 256 tile size. If you look carefully at the images of Adak you can see areas that demonstrate what I am talking about. That scenery is processed high res NLCD ran at the default 256 tile size. So I think there are at least a few options. Clipping high resolution rasters with higher resolution vector data works, even with the performance friendly 256 tile size, adding shaders to all boundaries with this would be ideal. I'm not convinced though that we might not want to bump up the default tile size. That would need some extended testing. Stuart, I can't just use the --tile-image-size switch. It is failing to generate complete scenery and crashes when trying to load. It goes through the motions of creating the scenery, but looking at the data shows it is failing to gen some LOD level. Did you have to do anything else but use the --tile-image-size switch? I am wondering if I need to use a much smaller area and that it is memory issues? Wayne ------------------------------------------------------------------------------------------------------------------- On 5/28/2026 8:12 AM, James Turner wrote: > > >> On 28 May 2026, at 12:20, Curtis Olson <[email protected]> wrote: >> >> This approach does have all the expected downsides ... no lighting, >> airports/taxiways get really blurry when you land/taxi, weird stuff >> happens around bridges and tunnels, all the shading is cooked into >> the sat imagery, etc. and if one of your online data sources goes >> away you have to scramble to find something similar … > > Yeah, the cooked shading / lighting is really what I find tough about > this solution, it’s really difficult to model any effect on the > terrain (weather, time of day, season) when the lighting was baked in. > What Stuart and I have discussed is using slippy tiles for the > landcover data: then we’d have something like SRTM locally but the > landcover (etc) encoded in tile data we could stream, especially now > we know the CDN impact is likely tolerable. > > Kind regards, > James > > > > _______________________________________________ > Flightgear-devel mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/flightgear-devel _______________________________________________ Flightgear-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/flightgear-devel