heh. pete here. Just joined and checking out ws 2.3.
Don't worry - I didn't destroy genapt850. it's still stable in scenery/ws2.0 branch
Papillon81 and I discussed which way to move forward and decided master would be development, much as next is in fg/sg. We regret it a bit now, as it's 3 years, now - with no real proof of concept...
What is in master branch, I think will benefit your project as well - eventually. genapt now uses a texture atlas for all taxiway and runway markings. This reduces draw calls significantly. But the texture atlas has not been committed to fgdata yet - so it looks like crap
It is also only creating a 2D airport layout, that can be draped on top of terrain instead of cutting holes, so you can update airport layouts without rerunning tg-construct - but tg-construct isn't ready for this yet, either.
It hasn't been updated in a while because I've been helping the next gen terrain experimentation. Which will also help 3rd party scenery. If it goes well, terragear may be dropped completely for a couple shell scripts to run GDAL tools. All scenery development would then be in QGIS.
goals of mine for nextgen scenery:
1) Arbitrary mesh resolution - meshes completely independent of landclass. - you can update landclass, without updating mesh, and vice versa.
2) Ability to support multiple mesh directories - in fg_scenery path priorities. i.e. whole world at 3", but some area in the mountains at 1"
3) no more exact matching / gaps at tile boundaries - tiles generated from same DEM will match ok - but if they don't each tile has a skirt to hide gaps.
4) no more airport holes - drape airport on top of smoothed terrain.
also, the terrain smoothing is at runtime after reading airport boundary - so new airport layouts should be able to be tested in flightgear immediately after running genapt850.
I have this in a simgear branch, and I will be making a second commit soon once I have the landclass rasterization done. We'll then need new shaders to render the terrain.