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ADE Ground poly vertices bounded as follows cannot be triagulated.

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259
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unitedstates
I am running the most current ADE Dev. version and ran into a compile error stating "Some of the ground poly vertices bounded as follows cannot be triangulated".
See the attached pic of the Compile Error.

After a little research, I found that this error appears after I added a Custom Ground Line (a Hold Short) at the following coordinates:
30.681793, -97.685731 | 30.681863, -97685866 (see attached pic, Custom Ground Line is boxed in RED)

Caveat: I FULLY do not understand nor can relate the compile error to the location of the Custom Ground Line as the indicated 2 points listed are a significant distance from the Custom Ground LIne.

That said, however, I would like to have some help in why my adding this Hold Short Custom Ground Line would result in this compile error and what can I do to resolve it?

Am willing to share the ADE file if you wish.

This error does not stop the compile from completing and running P3Dv5.1 after the compile, all looks ok (nothing appears to be deleted in the resulting BGL.

All of this is work is on P3Dv5.1 with the latest hotfix. SDK version: 5.1.12.26829

Thanks in advance.
 

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The simple answer is the the algorithm used by ADE_GP failed to triangulate the line. But, you already knew that.

In this particular case, with this particular message, the most likely cause is that the GP Line is bisected by a QMID10 boundary. If that in fact is the case, moving the line may help. Or, if you have attempted compiling the GPs for P3D, try selecting FS8-style GPs instead.

There is a well-known issue with ADE_GP that, when compiling for P3D, GP vertices north and west of the QMID10 area in which the ARP exists cannot be displayed
 
Don, many thanks for the VERY quick reply!
A couple of things,,
My current GP options have...and have had for the past year+, FS8-style GPs selected. I defaulted to this in early P3Dv4..or maybe it was v3, when the Custom ground lines were floating above the taxiways in certain areas of an airport...in my case it was KDFW. So I have not changed it...Should I??

Next, and here is the tough one...Where can I find an explain of "QMID10 boundary"...I dont have a clue.

I assume there is nothing I can do about the "QMID10 boundary", even if I knew what the heck it was, but in reading some other posts here about this same/similar situation, you stated that moving the ARP further west may resolve it.

I guess that doing nothing, since the compile completes and the Custom Ground Line is there when running P3D, would be satisfactory...right?
Cheers, Don
 
So I have not changed it...Should I??
Up to you. It's only one mouse click away., What I can tell you is that floating GPs were (and still are), to a large extent, the consequence of missing/mis-placed/mis-specified flattens.

Where can I find an explain of "QMID10 boundary"
The best documentation I know of is the FS9 Terrain SDK. But, I warn you, its very tedious.

but in reading some other posts here about this same/similar situation, you stated that moving the ARP further west may resolve it.
Theoretically, it should. But I don't know of anyone whose tried that. (What harm can come from trying?)

I guess that doing nothing, since the compile completes and the Custom Ground Line is there when running P3D, would be satisfactory...right?
Not sure what you are asking. But, if that's the only affected GP at your airports, the simplest approach of all is to let Flightsim draw that H/S line.
 
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