David Megginson writes: > Curtis L. Olson writes: > > > One thing we'd need to think about before we got too far down this > > path is the texture RAM requirements of such a scheme. > > They should be minimal. For the first tier of imposter tiles, we're > using textures that we already have, and just replacing the tile with > a single quad (or two triangles) that use the most common texture. > For the second tier, we're not using textures at all. It should > work.
I think Norman original mentioned 'imposters' which specifically means 'texture image' replacements of geometry. Here you would do something along the lines of rendering the entire tile from a satellite view into a single texture, and then just render that texture on a simple quad rather than the entire geometry. There are any number of ways to skin the cat though. > > We would need to do something like put 'long enough' skirts around all > > the tiles (including the ones with terrain mesh) to hide the gaps. > > By skirts do you mean something like these? > > http://java.sun.com/products/jfc/tsc/articles/jcanyon/#SECTION3.1.2 If that's the article I'm thinking of, then yes. Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities [EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
