Roofs: flat, gabled, saltbox, hipped, side-hipped, half-hipped, side-half-hipped, gambrel, mansard, round Checked against the real OSM2World: 56 of 56 test roofs give the same triangles, order and texture coordinates. | FlatRoof, GabledRoof, … RoofWithRidge | Ported |
Roofs: pyramidal, cone, skillion, sawtooth, dome, onion, chimney Smooth roofs (dome, onion, cone, round) are lit per triangle. | PyramidalRoof, ConeRoof, SkillionRoof, SawtoothRoof, DomeRoof, OnionRoof, ChimneyRoof | Ported |
| Roof height from roof:height, roof:angle, roof:levels, defaults | Roof, RoofWithRidge, LevelAndHeightData | Ported |
Complex roofs from mapped ridge and edge ways Needs the mapped roof:ridge / roof:edge ways; falls back to flat. | ComplexRoof | Not yet |
Building types, levels, heights, min_height, building:min_level Indoor level tags (indoor=level) are not used. | BuildingDefaults, LevelAndHeightData | Ported |
Materials and colours from building:material, building:colour, roof:material, roof:colour Including OSM2World's own colour names (red roofs, white walls, …). | BuildingPart.buildMaterial | Ported |
Building parts and when the outline itself is drawn The “parts cover too little” rule uses areas, not exact polygon subtraction. | Building | Mostly |
| Walls split at corners, tops following the roof (gable ends) | ExteriorBuildingWall | Ported |
Windows as textures, one row per level FLAT_TEXTURES: the window texture drawn just in front of the wall. | ExteriorBuildingWall, TexturedWindow | Ported |
| Windows and doors as 3D geometry, mapped windows and doors | GeometryWindow, Door, WallSurface | Not yet |
| Building passages, indoor rooms | BuildingPart, indoor/* | Not yet |
Roads, trees, water, barriers and the other modules Buildings come first. | RoadModule, TreeModule, … | Not yet |