I forgot to add:

There is another way of blending textures but it requires using alpha maps 
which would mean a change to the rendering code.
It's a better way of doing it but there will be a performance penalty if an 
extra rendering pass needs to be done.

Paul


On Saturday, 8 November 2003 18:40, Paul Surgeon wrote:
> On Saturday, 8 November 2003 18:13, Norman Vine wrote:
> > Paul Surgeon writes:
> > > For instance a nice big library of tileable textures and a scenery
> > > builder that knows how to build tiled scenery based on land class data.
> >
> > That is basically what is done now
>
> Yes but at the moment there is no "blending" of textures between different
> texture types (land class types)
> This is because there are no intermediate textures in FG yet.
>
> For instance :
> If you have a grass texture on the left and a dirt texture on the right
> there should be a texture in between that blends these two types together.
> A texture in between that matches the grass on the left and the dirt on the
> right and "blends" them together.
> For a sim that only uses two textures you would need at least 12 different
> versions of the intermediate texture.
> 1 for grass top dirt bottom
> 1 for dirt top grass bottom
> 1 for grass left dirt right
> 1 for dirt left grass right
> 4 for grass corners
> 4 for dirt corners
>
> Fly and MSFS do their ground textures like this. It requires large numbers
> of intermediate textures but it can be done and it looks very natural. For
> 12 different land class types you would only need 1728 intermediate
> textures.  ;)
>
> This is what I want to do in FG once I figure out the scenery file format
> and how FG actually drapes the textures over the terrain.
> I hope FG doesn't tie textures to every single polygon in the scenery
> files. (faster rendering because the calculations don't have to be done at
> render time but larger scenery files because of all the texture co-ords
> tied to the vertices)
>
> Paul


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