Idea Proland terrain for Orbiter?

Would it not require a lot of "redoing" the orbiter code? And then you would have to create a whole new gfx system. Seems like it would be too much work for Martin.

Artlav could probably find a way, though.
 
It can be done with graphics clients. The D3D11 client uses libnoise for example and renders terrain. Nothing to do with the core at all. Thats why the core and graphics were separated.
 
With OpenStreetMap, it would be awesome. If anyone can write a OpenGL OVP ?
 
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It's about as doable as D3D11's terrain or OGLA's terrain.
Proland looks conceptually similar to OGLA terrain, only with more modern design.

Like both DX11 and OGLA, the atmosphere is the good old Bruneton's lookup Rayleigh scattering, and the terrain is classic noise augmented heightmap (with some additions).
But unlike them, the rendering is FSX-esque mixing of terrain type textures by typemaps and vector sets - way more efficient and allows for insane high quality.

It should be easy to incorporate it into one of the graphic clients, even as-is.
And don't expect me to do it - i quit trying to catch up to progress in these fields.
 
Code:
insane high quality
It should be easy to incorporate it into one of the graphic clients, even as-is.
Oh wow ! I got to hit the D3D11 code soon !!
 
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