I've been playing with populating my home airport's area with buildings derived 
from OSM floorplan data. I think having many buildings in the correct place 
greatly improves realism over the current random buildings/sparse static 
models, especially when you know the area.

However, now the buildings obviously don't match with ground textures or random 
trees. Any bright ideas how to achieve this? I know I could follow the 
photoscenery approach and pre-render special materials and masks for a couple 
of cities, but that just doesn't scale.

I wonder how x-plane 10 does this? Could we generate the texture on the fly? 
Based on landclass and road data? I could see a number of 
advantages/disadvantages here as compared to our current, generic textures:
+ much better autogen scenery possible: many textured streets/railroads without 
additional scenery vertices
+ shared models with an individual piece of ground texture
+ get rid of sharp landclass borders
+ possibly improved resolution
- eats much more video ram and CPU (but then I have 3 out of 4 idle cores ATM)
- probably totally incompatible with the current terragear toolchain

I know C/C++ and would be happy to start tinkering with this part at some 
point. But I know next to nothing about OSG, OpenGL, and shaders. Graphics 
gurus: is there any better way to do this?

Cheers,
Tom

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