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 _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
