Why has the progress for WS3.0 been paused? https://wiki.flightgear.org/World_Scenery_3.0_roadmap
The page has not shown any updates on the WS3.0 project.
Airport layouts will be generated in real-time. Apt.dat will continue to be the primary source for airport layouts. Airports will be draped over the terrain. This eliminates the need to cut airport layouts into the underlying terrain.
Stuart wrote:Hi Folks,
I thought it would be a good idea to give a general update on where we are
regarding WS3.0, and what I think is left to do before we have something we
can release more widely.
The good news is that I think we're close to having something suitable for
a "preview" release in the autumn, if not before.
WS3.0 conveniently splits into three areas:
1) Generating the scenery files
2) Distributing the scenery files
3) Rendering the scenery within FG.
_Scenery Generation_
The scenery generation toolchain is complete and I don't expect the scenery
format to change.
The docker image provides a very easy access to the toolchain and I would
encourage people to try it out. Generating "standard" scenery using a
CORINE raster and the NASA_DEM is very straightforward, and pretty fast.
It would be good to have people try generating scenery elsewhere, though
this may require a little work to convert landclass information to the
CORINE mappings (or extending those supported in FG).
Line features (roads, railways, rivers, canals) are generated independently
from OpenStreetmap, so updating the road network won't require rebuilding
the mesh.
Airports are generated independently using the existing tools (genapt), so
it should be straightforward to create updated airport layouts as
required. No change to the surrounding scenery mesh required.
The existing osm2city distribution works OK, though there will be some
elevation differences. A new release of osm2city using WS30 mesh would be
better.
_Scenery Distribution_
Obviously we want to use Terrasync to distribute scenery.
A 1x1 degree directories in WS2.0 vary in size significantly with the
complexity of the mesh. Looking at w010n50, they are up to 40MB in size.
Terrasync distributes individual tiles (IIRC).
In WS3.0, a 1x1 degree block is ~230MB, but compresses down to 15MB thanks
to the regular mesh. So I think it makes sense to distribute compressed
1x1 degree tiles. I.e. the client will make a request for the entire 1x1
degree block and then uncompress it. This will minimize HTTP requests, at
the cost of client disk space. I think that is a reasonable compromise.
There is some work required on the terrasync client to support ws30 as a
new DNS prefix, similarly to osm2city
_Scenery Rendering_
We now have the full set of standard ALS land shaders ported, including the
various overlay, dot and snow functions. We've also got some work and
proof of concepts of doing more complex shading of landclass boundaries
where appropriate.
I've recently also added the water shader to the main WS30 shader
(previously it was a separate Effect and therefore mesh). This will allow
better transitions on coastlines.
Photoscenery is fully supported, and provides much better performance than
in WS2.0.
There is definitely more opportunity to develop interesting terrain shaders
and transitions, as well as things like street lighting, but IMO it's
already comparable to WS2.0.
Please let me know if you have any questions, or if you are interested in
developing in any of these areas. The more hands the better
merspieler wrote in Sun May 29, 2022 11:17 pm:Another area of recent progress are airports.
In the easy process of generating updated airports I've recently got everything working to a point where I could run weekly automatic updates, pulling the latest changes from the X-Plane gateway.
merspieler wrote in Fri Jun 03, 2022 4:58 pm:main help here is needed for getting a current terragear podman/docker container as the currently available ones on dockerhub are years old.
merspieler wrote in Sat Jun 04, 2022 11:37 pm:idk who maintains that
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