by Hooray » Sun May 05, 2019 9:45 am
Using path elements is a particularly bad idea, I've exchanged roughly half a dozen PMs with someone from FGUK, I believe it was Necolatis, pointing out how an efficient groundradar scheme can be implemented on top of Nasal and Canvas by using nested raster images, one serving as the "palette" for terrain/elevation colors, and the other one showing/hiding sub-images as needed.
So even without dedicated C++ support, it would be possible to implement this, e.g. as part of the MapStructure framework, and by coming up with a corresponding new layer.
However, Stuart mentioned elsewhere that he might also need such functionality sooner or later, as part of his FG1000 effort, so you might just as well reach out to him, given that he's a core developer, he might be able to add the missing C++ bits - which is basically a sub-class of sc::Image that directly invokes the terrain sampler in C++ space, while applying a custom palette/effect or shader as needed