Thorsten wrote in Wed May 14, 2014 12:18 pm:all I can do is to try to lessen the problems of the landcover classification - I can't re-classify terrain [...]
Probably also doesn't come with a geology layer though...
Sightly offtopic, but we've been considering to expose so scalled
ESRI Shapefiles to Nasal/Canvas for charting/mapping purposes, i.e. all the stuff that's no longer accessible after the scenery is "compiled", including things like borders, coast lines and so on - after talking with psadro_gm, that's apparently much easier than telling TG to encode such info somewhere for /potential/ late ruse.
Such shapefiles could live somewhere in $FG_ROOT, or even fetched on line.
So far, we've been contemplating to add a new Canvas::Element, but if this is something that could be generally useful outside Canvas, we could certainly use cppbind to expose shapelib/OGR GDAL to Nasal, so that such info would become available. I understand that osgEarth already links in those two libs, so dependency-wise this may not be a huge problem - otherwise, we'll have to use shapelib itself.
If this is not exposed to Nasal but just to Canvas, it would still be possible to render such information to a texture and access that in your effects/shaders.
I haven't touched the canvas/shader stuff in a while (and it needed to support effects, not just shaders), but back then it worked nicely - so basically, there's a workaround possible even if we'll just add ESRI support to Canvas. The main thing is keeping it a generic pipeline where a canvas can use shaders and effects, but also become accessible to the effects shader framework - anything else could then be built on top.
PS: I was really surprised seeing a frame rate counter in some of those "photos"