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 ------------------------------------------------------------------------------ Symantec Endpoint Protection 12 positioned as A LEADER in The Forrester Wave(TM): Endpoint Security, Q1 2013 and "remains a good choice" in the endpoint security space. For insight on selecting the right partner to tackle endpoint security challenges, access the full report. http://p.sf.net/sfu/symantec-dev2dev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel