Flightgear scenery4/17/2024 If you add Feel free to add the description of your page. This part is probably temporary, to help reorganize documents about scenery enhancement. 1.2.2 Technical concepts and experimental generation toolsĭescription of the content of the articles by categories.1 Description of the content of the articles by categories. ![]() Static objects are typically prominent buildings while shared objects are typically objects used often, for example power pylons.Īll of this can and should be improved over time, and experimentation is both possible and encouraged (but work in small steps, so you can learn from small mistakes). In addition the scenery is populated with objects, either static objects that only occur once, or shared objects that are included with FlightGear and/or the scenery and are used in many places. The airports are also part of the terrain mesh, in which the various runway, taxiway and apron materials are encoded as scenery mesh triangles as well. Using that information the terrain is textured based on a material configuration, sometimes procedurally (in essence partially through configuration of algorithms and not by artwork alone). The triangular terrain mesh has some information like land class encoded in each triangle. The scenery is split into 1 x 1 degree scenery tiles. The scenery in FlightGear consists of a terrain mesh, terrain materials (which includes textures) and scenery objects. There is many ways to enhance scenery in FlightGear. Note As of December 2015 this page is still rather a listing of the topics of most of the articles in the category rather than an introductory summary of different ways to enhance the scenery.
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