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On 21.08.2017 15:14, Bald Eagle wrote:
>
> I would probably be able to make sporadic contributions.
> I think you'd need to decide on an infrastructure / global scene
architecture.
>
> Perhaps if you could describe / tabulate how many surface meshes there
are, the
> first thing to do might be to determine how best to tessellate them onto
a
> [pseudo-]sphere.
> Then work out how to implement view frustum and back-face culling, so
that only
> the minimum amount of data needs to be loaded, parsed, and rendered.
>
> Do you want to have multiple small static scenes?
> Model the whole planet, but show only parts visible to the camera?
> Do an animated fly-through?
>
> I think that it would be an interesting long-term project to see how
it would be
> best to code such a large structure, and how to handle the data
structures and
> parsing of different detail levels in the scene.
> Also, it would be interesting to see the development of an efficient
workflow.
>
> Perhaps Google Earth and other projects that already perform a similar
function
> would be good to study and learn from.
>
> I would say that this might be applicable to
> 6. Defining base types (underground, craters, free buildings).
>
> http://jcgt.org/published/0004/02/02/
> has link to C++ code
>
Welcome aboard, Bald Eagle! Let's talk within this sub group about
everything.
Entire planet? No, too much data. Better to concentrate on a few
locations. no camera could capture the entire planet from within one
scene showing a base.
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