Tech Support Blog

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

Friday, 2 November 2007

Taxiway Shapes

Posted on 10:11 by Unknown
For this blog entry I will try to show how to put together taxiway segments to avoid WED problems.



Here we have a 3-way junction, that is, one taxiway ending with another. First, what not to do:



First we have an overlapped solution. This is not good because overlap is wasteful of graphics card power. We also have the problem that the edge markings will overlap. So in the second and third picture, we "cut away" the horizontal taxiway markings by adding vertices. (In picture two we have overlap, in picture 3 we try to end the taxiway right at the intersection.)

The problem with technique two is: we still have overlap (and imprecise markings). The problem with picure three is that we can't guarantee that the vertices of the vertical taxiway are exactly "on top of" the horizontal taxiway edge. So you may get something in X-Plane that looks more like this:



(Gap exagerated for clarity.) This is a "slivering" problem. The solution is one that is both efficient and nice looking:



In this situation, I have inserted two vertices in the edge of the horizontal taxiway and then used "snap to vertex" to assure that the corners of the vertical taxiway are exactly the same as the "cut points" in the horizontal one. This gives me a connection that will look clean in x-plane with no cracks or slivering and no overlap. My lines also end at just the right places.

(Hint: once you do this, to move all of the overlapped vertices at once, select them all with the marquee tool and drag.)

Another issue I see sometimes with WED layouts is how to draw the "fillets", or curved taxiways that touch runways. Because the lines are not as smooth in x-plane as WED, often users are surprised when the approximations of the bezier curves cause an overlap and theere is no pavement.

Note that we're stuck - we can't use the technique described above because we can't insert vertices into the runway. So we have to overlap. Less overlap is better - the overlap here is exaggerated to make things clear.



In this curve, we have a control handle only on the bottom vertex. It will overlap as soon as the control handle reaches the other side of the top line. By pulling the control handle down, we restore the curve.



Here we have two control handles - now it is a question of whether the top control handle crosses the top of the taxiway.



Here is one solution - at the expense of more overlap we can simply give ourselves some breathing room with our bezier curve. However, my preference would be to try to keep the control handles below the taxiway top by a wide margin.
Email ThisBlogThis!Share to XShare to FacebookShare to Pinterest
Posted in 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)
      • How Framerate Dies - Glitching
      • Two Truths of Hardware
      • Obects and Liveries
      • A wide range of performance
      • Beta 3 - Don't Panic
      • Multi-Core and X-Plane 8 and 9
      • X-Plane 9 Performance - Let's Wait a Little
      • X-Plane 9 Is Here
      • ANIM_hide is not a framerate optimization
      • New SDK coming...
      • Add-on Forests...
      • The problem with KLGA
      • Taxiway Shapes
    • ►  October (13)
    • ►  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