<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-GB">
	<id>http://www.fsdeveloper.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bdf369</id>
	<title>FSDeveloper Wiki - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="http://www.fsdeveloper.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bdf369"/>
	<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php/Special:Contributions/Bdf369"/>
	<updated>2026-05-11T01:20:00Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.1</generator>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Terrain_mesh_introduction&amp;diff=8495</id>
		<title>Terrain mesh introduction</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Terrain_mesh_introduction&amp;diff=8495"/>
		<updated>2012-07-28T05:19:35Z</updated>

		<summary type="html">&lt;p&gt;Bdf369: /* Related */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| FS2000 = true&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
The real-life world is not flat, &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
it comprises mountains, valleys, rolling plains, etc. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
i.e. &#039;&#039;&#039;topographical features&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These bumps, dips, and flat areas, &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
all need to be translated into a surface understood by the simulator.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
i.e. A &#039;&#039;&#039;D&#039;&#039;&#039;igital &#039;&#039;&#039;E&#039;&#039;&#039;levation &#039;&#039;&#039;M&#039;&#039;&#039;odel, (&#039;&#039;&#039;DEM&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
==Definition==&lt;br /&gt;
=== What Terrain Mesh IS ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terrain Mesh&#039;&#039;&#039; is the name given to the &#039;&#039;&#039;D&#039;&#039;&#039;igital &#039;&#039;&#039;E&#039;&#039;&#039;levation &#039;&#039;&#039;M&#039;&#039;&#039;odel, (&#039;&#039;&#039;DEM&#039;&#039;&#039;), that represents these topographical features. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
i.e. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;surface&#039;&#039;&#039; of the earth over which the user flies in the simulator, (or crashes into !).&lt;br /&gt;
&lt;br /&gt;
=== What Terrain Mesh IS NOT ===&lt;br /&gt;
&lt;br /&gt;
* The picture overlaid on the ground, (see [[Resample]]).&lt;br /&gt;
* The picture overlaid on water, (see [[Resample]]).&lt;br /&gt;
* The objects placed on that surface, (see ADD_LINK_HERE).&lt;br /&gt;
* The elevation of water bodies, (sea, lakes, rivers, streams), placed on that surface, (see ADD_LINK_HERE).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Explanation ==&lt;br /&gt;
&lt;br /&gt;
Think of a flat handkerchief with a grid of lines drawn on it, (mesh).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mesh.jpg|left|180px]]&lt;br /&gt;
&lt;br /&gt;
Lay the handkerchief on the surface of a desk.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All points on the grid have the same elevation, (i.e. they&#039;re at the same elevation as the surface of the desk).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Mesh_3D.jpg|left|180px]]&lt;br /&gt;
&lt;br /&gt;
Now lay that handkerchief over a collection of small objects sat on the desk.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
you&#039;ll see the grid is distorted into bumps &amp;amp; dips by those objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you then measured the elevation at each intersection of the grid, (relative to the desk surface),&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
you&#039;d have a mesh of elevation data.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Convert that data into a digital format,&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
and you&#039;ll have a &#039;&#039;&#039;DEM&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DEM (Digital Elevation Model / Map) ==&lt;br /&gt;
&lt;br /&gt;
DEM&#039;s are available in two main types -&lt;br /&gt;
* D&#039;&#039;&#039;T&#039;&#039;&#039;M (Digital &#039;&#039;&#039;Terrain&#039;&#039;&#039; Model) - The &#039;&#039;&#039;bald earth&#039;&#039;&#039; model. The underlying terrain surface. DTM excludes all elevation data caused by - vegetation, buildings, and other cultural features.&lt;br /&gt;
* D&#039;&#039;&#039;S&#039;&#039;&#039;M (Digital &#039;&#039;&#039;Surface&#039;&#039;&#039; Model) - The &#039;&#039;&#039;canopy&#039;&#039;&#039; model. DSM includes elevations caused by buildings, vegetation, and roads, as well as natural terrain features.&lt;br /&gt;
&lt;br /&gt;
== Scenery ==&lt;br /&gt;
&lt;br /&gt;
All scenery objects are placed relative to the mesh &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
but differ as to whether they are placed with an &#039;&#039;absolute&#039;&#039; Z value, (height AMSL),&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
or simply placed &#039;&#039;directly on&#039;&#039; or &#039;&#039;relative&#039;&#039; to the terrain, (height AGL). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh data may be replaced with alternately-sourced mesh data, &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
so consideration should be given to whether scenery objects are placed &#039;&#039;absolute&#039;&#039; or &#039;&#039;relative&#039;&#039;  to the terrain &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
and steps taken to avoid objects floating/sinking above/below the mesh.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Versions ==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.fsdeveloper.com/wiki/index.php?title=Category:FS9_%28FS2004%29 FS2004] ===  &lt;br /&gt;
In FS2004 and previous versions, mesh was &amp;quot;2.5D&amp;quot; or &#039;&#039;quasi&#039;&#039; 3 dimensional.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
i.e. Latitude X and Longitude Y, but with vertical Z values, &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
extending upward from an infinite-plane of zero elevation based on a local origin. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Users couldnt truly fly &#039;&#039;around the globe&#039;&#039;, nor over &#039;&#039;the poles&#039;&#039;, but were able to fly continuously &#039;&#039;across&#039;&#039; it.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The simulator would continue to load data tiles across the world to give the illusion of flying around the earth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [http://www.fsdeveloper.com/wiki/index.php?title=Category:FSX FSX] === &lt;br /&gt;
FSX introduced a three-dimensional &#039;&#039;geoid&#039;&#039;, again based on a local origin, (reasonably relative-to-user),&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
which then renders curvature of the earth, subsequently displaying a &#039;relatively-true&#039; horizon.&lt;br /&gt;
&lt;br /&gt;
The geoid representation/implementation is supposedly optimized for the simulator&#039;s primary-market&#039;s population-centres, (with a quad-tree optimzed for 1:1 aspect ratio @ 45* latitude).&lt;br /&gt;
&lt;br /&gt;
It is unknown/untested/unpublished just how accurately the FSX geoid addresses various IRL aspects&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
e.g. &#039;&#039;equatorial-bulge&#039;&#039;, (i.e. the gravitometric anomalies which affect local MSL, and subsequent in-simulation mapped elevations),&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
though Chimborazo&#039;s summit is modeled in FSX at 6,016.4M, very-reasonably near to it&#039;s genuine elevation of  6,268.2M, versus it&#039;s AMSL elevation of 4,123M).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Users can zoom out to see the whole globe modelled. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This was termed &#039;round earth&#039; in the marketing material and introduced some issues with scenery design.&lt;br /&gt;
&lt;br /&gt;
== Mesh Creation ==&lt;br /&gt;
&lt;br /&gt;
It is not practical for the casual user to &#039;&#039;create&#039;&#039; their own mesh - The major proportion of mesh creation is, in fact, direct conversion of existing GIS data into a [[BGL]]&lt;br /&gt;
&lt;br /&gt;
Conversion of mesh uses the [[resample]] tool which converts a number of common DTM formats into a Flightsim [[BGL]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other scenery elements which affect mesh ==&lt;br /&gt;
&lt;br /&gt;
* Flatten, (aka Airport Boundaries) - These override the mesh in the area covered by the polygon. They replace the height values in order to raise or lower the terrain to a defined, known level such as an airfield, ().&lt;br /&gt;
* Water Polygons - Similar to a Flatten but with a water effect and information about slope added.&lt;br /&gt;
* Vector Line data (i.e. Roads, Streams, etc.) These flatten the terrain underneath the line in a number of ways, (as defined in the terrain.cfg), including &lt;br /&gt;
** Removing slope across the line, (i.e. Roads).&lt;br /&gt;
** Raising the terrain under the line by a set amount (i.e. Railway).&lt;br /&gt;
** Lowering it by a set amount (i.e. Streams).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
&lt;br /&gt;
[http://stevemg.net/fst/overview.shtml Steve Greenwood&#039;s Mesh Overview]&lt;br /&gt;
&lt;br /&gt;
[http://www.microsoft.com/Products/Games/FSInsider/developers/Pages/GlobalTerrain.aspx FSX Global Terrain by Adam Szofran]&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery_Design]]&lt;br /&gt;
[[Category:Terrain_Design]]&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Bdf369</name></author>
	</entry>
</feed>