Re: Airports, Scenery and Aircraft

Scott Giese <[email protected]> Fri, 24 Jul 2026 19:41:49 -0500
Newsgroups gmane.games.flightgear.devel
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Pat -

You're kind of all over the place and these areas are complex. It may be 
better to just focus on one piece you want to improve.

The cliffs or berms are caused by:
- The airports are not flat - they are more "wavy" on the surface, but 
the slopes are usually relatively small.
--        WS2 cut a hole into the terrain where the airport would be 
placed.  Then the surrounding terrain would be stitched together with 
the airport terrain.  Sometimes the elevation between airport and 
surrounding terrain would be significant enough to cause these cliffs 
and berms.
--        WS3 overlays the surrounding terrain.  To help prevent the 
surrounding terrain from poking through the airport terrain, the 
underneath terrain is lowered.  This results in the ditch you see along 
the airport boundary lines.

airports on scenery tile boundaries:
- What specifically is the issue?

mesh generation for airports:
- TerraGear is used for this, which is a WS2 workflow.
- We need to update the workflow to utilize the WS3 terrain.
- The Threshold files need to be reproduced
- The Traffic files need to be reproduced
- Models need to be re-positioned... they float at many airports. I'm 
guessing due to the fact that WS2 used a geodetic model while WS3 uses a 
geocentric model.  My preference would be to use WS3 geodetic models.
- painted lines (and/or surfaces) have lots of z-fighting issues due to 
poor positioning.

You can adjust your view to enable wireframe
You can use the UFO to sample terrain elevation and coordinates.

Scott

On 7/24/2026 5:11 PM, Patrick Callahan wrote:
> Are there any widely seen discrepancies in aircraft, airports, or 
> scenery, especially at landclass borders or seacoasts, that we might 
> be able to improve globally?
>
> I'm thinking of things like this:
>
> - Numerous aircraft needing new models for HDR/PBR
> - Greenland's coastline, characterized by long straight seacoasts.
> - Areas surrounding airports with vertical cliffs or berms that are 
> not part of the real landscape, KBED on 2024.1/ws2.0 also next/ws3.0
>
> - Airports located on scenery tile boundaries (see BIKF on next/ws3.0)
>
> -Pat
>
> One thing I've learned recently is that the most available elevation 
> for runways is not a single number. The touchdown Zones and the 
> thresholds have separate elevations.
> BIKF is one example
> Runway 20 Threshold 163, TDZE 164, slope -.3°
> Runway 02 Threshold 137, TDZE 160,slope .3°
> Runway 29 Threshold 171, TDZE 171, slope -.6°
> Runway 11 Threshold 111, TDZE 127, slope .6°
> Overall Airport Elevation is listed as 171, which is the highest value 
> for Threshold or TDZE elevations.
>
> How would you characterize the generation of a mesh for Airports on next?
>
> I'd like to compare the available geodata we are using for the 
> coordinates of each Threshold and TDZE number, as well as the numbers 
> we have available in Airports.dat.
>
> I'd also like to look at any exact elevations available from Terrain 
> at various points across the airport and map the geodata points 
> against the airport outlines in Airports.dat.
>
> Finally, I'd like to be able to click on a location in Flightgear's 
> Scenery or Airport in Wireframe tessellation mode and see the 
> elevation of the point I click on in the running app. It might help if 
> the entire scene could be rendered in wireframe without applying 
> scenery textures.
> How could we add features like that to the debug menu?
>
>
>
>
>
>
> _______________________________________________
> Flightgear-devel mailing list
> [email protected]
> https://lists.sourceforge.net/lists/listinfo/flightgear-devel
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    <p>Pat -</p>
    <p>You're kind of all over the place and these areas are complex. 
      It may be better to just focus on one piece you want to improve.</p>
    <p>The cliffs or berms are caused by:<br>
      - The airports are not flat - they are more "wavy" on the surface,
      but the slopes are usually relatively small.<br>
      --        WS2 cut a hole into the terrain where the airport would
      be placed.  Then the surrounding terrain would be stitched
      together with the airport terrain.  Sometimes the elevation
      between airport and surrounding terrain would be significant
      enough to cause these cliffs and berms.<br>
      --        WS3 overlays the surrounding terrain.  To help prevent
      the surrounding terrain from poking through the airport terrain,
      the underneath terrain is lowered.  This results in the ditch you
      see along the airport boundary lines.</p>
    <p>airports on scenery tile boundaries:<br>
      - What specifically is the issue?</p>
    <p>mesh generation for airports:<br>
      - TerraGear is used for this, which is a WS2 workflow.<br>
      - We need to update the workflow to utilize the WS3 terrain.<br>
      - The Threshold files need to be reproduced<br>
      - The Traffic files need to be reproduced<br>
      - Models need to be re-positioned... they float at many airports. 
      I'm guessing due to the fact that WS2 used a geodetic model while
      WS3 uses a geocentric model.  My preference would be to use WS3
      geodetic models.<br>
      - painted lines (and/or surfaces) have lots of z-fighting issues
      due to poor positioning.</p>
    <p>You can adjust your view to enable wireframe<br>
      You can use the UFO to sample terrain elevation and coordinates.</p>
    <p>Scott</p>
    <div class="moz-cite-prefix">On 7/24/2026 5:11 PM, Patrick Callahan
      wrote:<br>
    </div>
    <blockquote type="cite"
cite="mid:CACt=GQr6O3byj5pOpj2SJYE4WxgDU=aS2+2KZLDa9Z7FyjmzPw@mail.gmail.com">
      <meta http-equiv="content-type" content="text/html; charset=UTF-8">
      <div dir="ltr">
        <div dir="ltr">
          <div>Are there any widely seen discrepancies in aircraft,
            airports, or scenery, especially at landclass borders or
            seacoasts, that we might be able to improve globally?</div>
          <div><br>
          </div>
          <div>I'm thinking of things like this:</div>
          <div><br>
          </div>
          <div>- Numerous aircraft needing new models for HDR/PBR</div>
          <div>- Greenland's coastline, characterized by long straight
            seacoasts.</div>
          <div>- Areas surrounding airports with vertical cliffs or
            berms that are not part of the real landscape, <span
              style="background-color:transparent">KBED on 2024.1/ws2.0
              also next/ws3.0</span></div>
          <div><br>
          </div>
          <div>- Airports located on scenery tile boundaries (see BIKF
            on next/ws3.0)</div>
          <div><br>
          </div>
          <div>-Pat</div>
          <div><br>
          </div>
          <div>One thing I've learned recently is that the most
            available elevation for runways is not a single number. The
            touchdown Zones and the thresholds have
            separate elevations. </div>
          <div>BIKF is one example</div>
          <div>Runway 20 Threshold 163, TDZE 164, slope -.3<span
style="color:rgb(51,51,51);font-family:arial;background-color:transparent">°</span></div>
          <div>Runway 02 Threshold 137, TDZE 160,<span
              style="background-color:transparent"> </span><span
              style="background-color:transparent">slope .3</span><span
style="background-color:transparent;color:rgb(51,51,51);font-family:arial">°</span></div>
          <div>Runway 29 Threshold 171, TDZE 171, <span
              style="background-color:transparent"> </span><span
              style="background-color:transparent">slope -.6</span><span
style="background-color:transparent;color:rgb(51,51,51);font-family:arial">°</span></div>
          <div>Runway 11 Threshold 111, TDZE 127, <span
              style="background-color:transparent"> </span><span
              style="background-color:transparent">slope .6</span><span
style="background-color:transparent;color:rgb(51,51,51);font-family:arial">°</span></div>
          <div><span
style="background-color:transparent;color:rgb(51,51,51);font-family:arial">Overall
              Airport Elevation is listed as 171, which is the highest
              value for Threshold or TDZE elevations.</span></div>
          <div><span
style="background-color:transparent;color:rgb(51,51,51);font-family:arial"><br>
            </span></div>
          <div><span
style="background-color:transparent;color:rgb(51,51,51);font-family:arial">How
              would you characterize the generation of a mesh for
              Airports on next?</span></div>
          <div><span
style="background-color:transparent;color:rgb(51,51,51);font-family:arial"><br>
            </span></div>
          <div><font color="#333333" face="arial">I'd like to compare
              the available geodata we are using for the coordinates of
              each Threshold and TDZE number, as well as the numbers we
              have available in Airports.dat.</font></div>
          <div><span
style="background-color:transparent;color:rgb(51,51,51);font-family:arial"><br>
            </span></div>
          <div><span
style="background-color:transparent;color:rgb(51,51,51);font-family:arial">I'd
              also like to look at any exact elevations available from
              Terrain at various points across the airport and map the <span
                aria-invalid="grammar" class="Lm ng"
                style="border-style:none;background:none">geodata</span>
              points against the airport outlines in Airports.dat.</span></div>
          <div><span
style="background-color:transparent;color:rgb(51,51,51);font-family:arial"><br>
            </span></div>
          <div><span
style="background-color:transparent;color:rgb(51,51,51);font-family:arial">Finally,
              I'd like to be able to click on a location in Flightgear's
              Scenery or Airport in Wireframe tessellation mode and see
              the elevation of the point I click on in the running app. 
              It might help if the entire scene could be rendered in
              wireframe without applying scenery textures.</span></div>
          <div><span
style="background-color:transparent;color:rgb(51,51,51);font-family:arial">How
              could we add features like that to the debug menu?</span></div>
          <div><span
style="background-color:transparent;color:rgb(51,51,51);font-family:arial"><br>
            </span></div>
          <div><span
style="background-color:transparent;color:rgb(51,51,51);font-family:arial"><br>
            </span></div>
          <div><span
style="background-color:transparent;color:rgb(51,51,51);font-family:arial"><br>
            </span></div>
          <div><span
style="background-color:transparent;color:rgb(51,51,51);font-family:arial"><br>
            </span></div>
        </div>
      </div>
      <br>
      <fieldset class="moz-mime-attachment-header"></fieldset>
      <br>
      <fieldset class="moz-mime-attachment-header"></fieldset>
      <pre wrap="" class="moz-quote-pre">_______________________________________________
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