Josh Babcock writes:
> If you could define N multiple textures overtextures, you would get N^2 
> possible textures, which would really break up the patterns for a small 
> memory cost.
> 
> And while you're on the subject of "We should try", I've always wondered 
> about using multitextures with the top one off the ground.  You could 
> put stuff like bushes, forrest canopies and maybe rooftops in them and 
> really improve your sense of altitude for VFR.  You could even define 
> different altitudes based on the terrain type.  It would be really 
> helpful to see the treetops on either side of the runway go by as you 
> approach a touchdown.  Of course, they would disappear at eye level on 
> flat ground but it's a start.  I also wonder what the effect of 
> bump-mapping the ground would be.

Unfortunately, plib (our scene graph engine) doesn't support
multitexturing at this point in life. :-(

Curt.
-- 
Curtis Olson   HumanFIRST Program               FlightGear Project
Twin Cities    curt 'at' me.umn.edu             curt 'at' flightgear.org
Minnesota      http://www.flightgear.org/~curt  http://www.flightgear.org

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