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(My only familiarity is with some underlying maths, and what might be conceptually possible)Īs far as I see, distance field data might better enable: transition influence (e.g. AIUI Glow effects use binary morphological operators that should(?) be commonly available image processing effects, even if glow/distance field effects are not. The concept is inner/outer glow effects create distance fields from any shape segmenting regions (e.g. Just a thought (if I've read this thread correctly, and from a conceptual view of what might be of possible assistance):įound this, when looking at a way to generate distance fields from a black&white street pattern, to better light roads,intersections, and near by city blocks from space. Is the plan to have metadata stored in raster files as a type of distance fields? Jeff has implemented airport flattening already as well. I also really like the layering they do - they are also working on road flattening as we speak. Their LOD is very smooth ( some examples look like they don't create big enough skirts, though ). Here's the example ( including hardcoded local path ) I wonder if they will add that to the data repo eventually.Ĭheckout their screenshots of trees / grassy areas around September 2015: Unfortunately, none has been released yet, so I was unable to get the splat global coverage layer working. ( although photoscenery is still an option ) They seem to be moving a bit away from pure photscenery, and moving in the same direction we are for next gen scenery. I've updated my osgearth repos with Jeff Bigg's latest, and I think there's a lot to be gained by taking a closer look at what osgearth enables. I will continue this work, but I also think we should discuss osgearth some more as well: I've been working a bit more on this, and I now have the ability to use different scenery paths for custom scenery ( or the ability to test small scenery updates without modifying the main terrasync dir ).
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Scenery generation would consist of re-rasterizing the affected bounding box. Save in vector format, which could then be merged into the official postGIS database.
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Scenery editing would be reduced to editing shapefiles in QGIS, and setting each shapefile feature to the correct landclass ID, and smoothing, etc. I also want to multthread the operation, because as it stands, rasterizing actually takes longer than ogr-decode / tgconstruct from terragear. gdal_rasterize in particular, is not very efficient.
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Once we get some test area complete, I will probably create an executable instead of the script. it's just a script calling GDAL executables. It can also encode a landclass ID, and smoothing parameter. For each landclass, it encodes 3 channels - red, green, and blue, so I can test without a shader, first. Yes, I'll post my test script that generated the raster images on the wiki this week.
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