Also, textured areas that are viewed edge on are often overly blurry due to
how opengl does mipmapping.  If the onscreen polygon is 4 pixels high and
1000 pixels wide, then by default opengl will choose the 4x4 mipmap level
for that texture ... this cause lots of problems when viewing textures edge
on like when taxiing or landing.

The opengl solution is to turn on anisotropic texture filtering.  I'm not
sure if that is on by default now in FlightGear with OSG (it must be), but
it's something to be aware of when dealing with airports (and possibly
roads) when it comes to textures.

Regards,

Curt.


On Tue, Jan 18, 2011 at 12:55 PM, Peter Sadrozinski wrote:

> I'm up for experimentation.
>
> I think the customized texture approach holds the most promise.  I had
> already looked into some of the tools that mapnik uses to generate on
> the fly graphics for its tiles.  I can try a quick and dirty run to get
> some numbers for texture size vs texture clarity, and whatnot.
>
> Pete
>
>
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-- 
Curtis Olson:
http://www.atiak.com - http://aem.umn.edu/~uav/
http://www.flightgear.org -
http://www.flightgear.org/blogs/category/curt/<http://www.flightgear.org/blogs/category/personal/curt/>
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