Comments on: Complex Shapefiles Make Big (and Wasteful) Meshes https:/2011/04/complex-shapefiles-make-big-and-wasteful-meshes/ Developer resources for the X-Plane flight simulator Wed, 13 Apr 2011 17:08:47 +0000 hourly 1 https://wordpress.org/?v=6.6.1 By: alloycowboy https:/2011/04/complex-shapefiles-make-big-and-wasteful-meshes/#comment-1963 Wed, 13 Apr 2011 17:08:47 +0000 http://www.x-plane.com/blog/?p=3317#comment-1963 Hey Ben,

I was just looking at marinetraffic.com. I was wondering if we possible to intergrate their data for ships location, speed and direction in to X-plane. Just an idea, I know you fellows are busy. Cheers!

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By: youhou https:/2011/04/complex-shapefiles-make-big-and-wasteful-meshes/#comment-1960 Tue, 12 Apr 2011 13:44:37 +0000 http://www.x-plane.com/blog/?p=3317#comment-1960 Thanks for reply 😉

Your second possibility is great, but don’t solve the problem related by this topic…
My solution/idea simplify the work on scenery, especially by a community… if two (or more) guys works on the same tile. And, as you said, meshtool “choose” the points… by my experience meshtool don’t choose two times the same points, and there comes problems with tile borders.

sorry my bad english 😉
Best Regards.

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By: Ben Supnik https:/2011/04/complex-shapefiles-make-big-and-wasteful-meshes/#comment-1959 Tue, 12 Apr 2011 11:46:39 +0000 http://www.x-plane.com/blog/?p=3317#comment-1959 In reply to youhou.

I think we are getting there…not for v10, but it is something I am looking at. It’s tricky because a large amount of the x-plane scenery system provides capabilities on top of the irregular mesh.

One possibility is to continue with a pre-cut, relatively low res irregular mesh, but then allow tessellation hardware to increase the res using a traditional linear DEM. DX11 hardware has a fairly high max tessellation factor, good throughput, and it does realtime LOD well.

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By: youhou https:/2011/04/complex-shapefiles-make-big-and-wasteful-meshes/#comment-1957 Tue, 12 Apr 2011 09:45:34 +0000 http://www.x-plane.com/blog/?p=3317#comment-1957 Hi 😉

Maybe it’s time to separate the mesh from vector data ?
All vectors draped over the mesh, with LOD’s… more above mesh when far from camera, and more “sticky” when close.

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