![]() ![]() If modifications to FlightGear are needed/useful in implementing this, would they likely be accepted? Would it be reasonable to add this to TerraGear itself, or should it be a 3rd-party tool? Last, I am wondering about project-oriented considerations. I'm not familiar with the Google Maps API - if anyone is, I'd love to know if the necessary data may be retrieved easily. I believe that all of FlightGear's limitation may be worked around by placing hard-to-encode scenery elements (like overpasses and buildings) into 3D models and leaving the "terrain" at the level of the true ground. Google Maps API - can we get all of the necessary data?.FlightGear's terrain/scenery file formats - Can terrain have vertical walls?.FlightGear's scenery engine - can it render vertical buildings and overpasses?.How technically feasible as this? I can think of issues in the following areas: A tool like TerraGear or a modification of TerraGear that downloads Google data and generates FlightGear scenery files, possibly with live Terrasync-like capabilities.An addition to FlightGear's code itself that connects to Google, downloads the information, and renders it.I can see a few ways this could be accomplished: I am not familiar with FlightGear's scenery systems (loading/rendering) or with the Google Maps API, but it seems to me that a flight simulator should be able to use Google's 3D data for much of its rendering needs (and the visuals are very impressive I'd love to have them in FlightGear). I realize that scenery generated from Google's data may not be legally redistributed, but open source software may legally access the Google Maps API. As far as I am aware, FlightGear cannot generate (real-world accurate) visuals like this. ![]() Google Maps has support for 3D buildings and trees (if you don't know what I'm talking about, see and scroll around a bit). ![]()
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