Tech Support Blog

  • Subscribe to our RSS feed.
  • Twitter
  • StumbleUpon
  • Reddit
  • Facebook
  • Digg

Thursday, 18 October 2007

Draped Roads - A Can of Worms

Posted on 09:05 by Unknown
I don't like it when overlay scenery depends on the underlying base mesh...I've been telling authors for a while now on the lists, "don't assume the base mesh is the global scenery", and while this actually has been a safe assumption for version 8, I suspect that once we get v9 out the door I'll have some time to write mesh-editing tools, at which point the user will have a choice of base meshes.

Roads are currently built in MSL space (that is, absolute elevation on the planet) and thus don't change when the base mesh changes. In a previous post I discussed the idea of having them be AGL based (draped) so that they would "hug" whatever base mesh you have.

First I should say: this isn't coming any time soon and won't be in 9.0. But also, upon closer examination, there are a number of ugly issues just below the surface. Consider all of the things that the global-scenery generator does with roads:
  • Road type is selected not only from source road data, but from surrounding conditions, some of which are not obviously determined by the final DSF.
  • Road bridging is determined based on nearby roads, water, gradient constraints, and available bridge templates.
  • Road type is further influenced by bridging considerations.
  • Roads are smoothed to try to build the most even access, "hiding" rapid changes in underlying terrain from a high-speed roadway.
  • Powerline tower locations are picked from terrain peak to peak with constrained maximum lengths. (The individual segments also controls the span of wires, so introducing new nodes in the draping process might be undesirable.)
The problem therefore with a draped road is that the decision to bridge (both how high and what kind) are dependent on the underlying terrain.

The eventual solution would be to do all of the road processing in X-Plane while draping - but this implies that the author of a custom road grid doesn't actually have control over how the roads come out. One advantage of the current system is that total control over the roads is provided in the DSF - given appropriate tools, a modeler could very carefully hand-craft the roads with a lot of detail.
Email ThisBlogThis!Share to XShare to FacebookShare to Pinterest
Posted in file formats, scenery system, tools | No comments
Newer Post Older Post Home

0 comments:

Post a Comment

Subscribe to: Post Comments (Atom)

Popular Posts

  • Pixel Shaders and Moore's Law
    In my post on 64-bit computing and X-Plane, there's a point that's implicit: there is a cost (in development time) to adopting any ...
  • Hierarchy and WED
    I just finished fixing some bugs in WED regarding the hierarchy view. (To get a sense of what a hierarchy view is like, try AC3D...) In WED...
  • Is Bigger Always Better?
    We've been preaching "one big texture, not lots of little textures" for a while now, and generally speaking, packing a lot of ...
  • Systems Modeling and Physics Modeling
    In past blog posts I have tried to contrast two very different different approaches to simulation, which I would loosely call: "Predic...
  • How Framerate Dies - Glitching
    Back in the good old days (that would be X-Plane 6), X-Plane's framerate would suffer in two ways as you cranked up the rendering option...
  • The X-Desktop and iPhone Are Not Zero-Sum Games
    On the menu this morning: first a whiny rant, then a nerdy one. Someone pointed me at this post. Before I go into my geeky diatribe about l...
  • Clean Airport Layouts
    I have blogged about correct airport layouts before, but let me bring the point up again, because it is so important: You must create struc...
  • So How Big of a Mesh Can You Build?
    I get asked about the maximum mesh density in X-Plane a lot. First, I must note that X-Plane's mesh is adaptive - the triangles are not ...
  • What is a panel region?
    X-Plane 9 introduces a new OBJ feature: panel regions. The basic idea is this: In X-Plane 8 you could use the 2-d panel as a texture in you...
  • Why Do Custom Lights Use the Object Texture?
    I am trying to be disciplined and put documentation on the X-Plane wiki , and limit the blog to announcements, rants, and explanations of wh...

Categories

  • absurdly cute
  • Air Traffic Control
  • aircraft
  • Android
  • animation
  • announce
  • cockpits
  • documentation
  • drivers
  • file formats
  • global scenery
  • Goofy Screenshots
  • hacks
  • hardware
  • hobbies
  • inside x-plane
  • installer
  • ipad
  • iphone
  • legal
  • localization
  • modeling
  • off topic
  • palm pre
  • panels
  • performance
  • plugins
  • political
  • scenery system
  • tools
  • X-Plane 10
  • XSquawkBox

Blog Archive

  • ►  2011 (12)
    • ►  February (1)
    • ►  January (11)
  • ►  2010 (111)
    • ►  December (4)
    • ►  November (4)
    • ►  October (10)
    • ►  September (9)
    • ►  August (12)
    • ►  July (8)
    • ►  June (4)
    • ►  May (13)
    • ►  April (13)
    • ►  March (11)
    • ►  February (12)
    • ►  January (11)
  • ►  2009 (130)
    • ►  December (16)
    • ►  November (11)
    • ►  October (6)
    • ►  September (16)
    • ►  August (12)
    • ►  July (11)
    • ►  June (9)
    • ►  May (5)
    • ►  April (10)
    • ►  March (9)
    • ►  February (9)
    • ►  January (16)
  • ►  2008 (147)
    • ►  December (18)
    • ►  November (10)
    • ►  October (7)
    • ►  September (11)
    • ►  August (15)
    • ►  July (9)
    • ►  June (14)
    • ►  May (9)
    • ►  April (14)
    • ►  March (13)
    • ►  February (6)
    • ►  January (21)
  • ▼  2007 (100)
    • ►  December (17)
    • ►  November (13)
    • ▼  October (13)
      • Optimal Performance for apt.dat Layout
      • How Flat is Flat?
      • Airport Layouts and Global Scenery
      • Draped Roads - A Can of Worms
      • Key Frames in Version 9 (and datarefs)
      • 862RC1 - FPS back, maybe
      • Roads: State of the Union
      • Future Road Features
      • X-Plane 9: The Absurdity of Pretending
      • 861 seem slow? Here's what I need to know!
      • Start With Low Settings to Maximize Framerate
      • 861 Fixes
      • ATTR_no_depth deprecation
    • ►  September (9)
    • ►  August (17)
    • ►  July (7)
    • ►  June (4)
    • ►  May (6)
    • ►  April (9)
    • ►  March (2)
    • ►  February (3)
Powered by Blogger.

About Me

Unknown
View my complete profile