Re: RFC: Taxiway/Apron heuristics
David Luff <[email protected]>
| Newsgroups | gmane.games.flightgear.terragear.devel |
|---|---|
| Message-ID | <[email protected]> |
"Curtis L. Olson" writes:
> Jon Stockill wrote:
>
> >If it grows then the hole polygon generated with the new airport will take
> >account of this - so there should be no overlap when the scenery is
> >generated. What will cause a problem is where there's an area which was
> >covered by the original airport (and hole), but not the new one (either
> >because the airport has shrunk, or because something's moved).
> >
> >
>
> Perhaps I'm not following you here. You should remove anything in
> Work/AirportAreas and Work/AirportObj related to any airport you
> regenerate. Then you should never have a problem with matching up with
> the surrounding terrain when it is generated. I typically do large
> chunks at a time so it's easy to blow everything away in
> Airport{Area,Obj} before rerunning the genapt util. And of course you
> need to rebuild the scenery *after* generating the airports.
The problem is that I was proposing generating the entire default airport dataset first, followed by a small set of (duplicate) hand-modified airports without blowing away the original AirportAreas and AirportObjs. I.e. generating the scenery following *two* passes of genapts on overlapping data. See my other post for what I think is a reasonable workaround for this.
Cheers - Dave