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
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