David Luff writes:
> 
> I've been having a poke about at the scenery and material managers with a
> view to attempting to get dynamic scenery texture paging working at some
> point.  


> There's two things that the scenery management code can't (I don't think,
> anyway) do now, that I'd like it to be able to do.  The first is to be able
> to overide the default texture for a local area.  Eg MixedCrop might point
> to one texture in the global materials file in FG_ROOT, but to another in
> w010n50, which overrides it for that chunk.  This could then be extended to
> 1x1 deg minichunks, and even to tile level if required.  Likewise, custom
> scenery designers could put their own materials file in the base directory
> for their scenery, and in the local area's subdirectories.  An example
> search path for a material name found in
> JoeBloggsSceneryLtd/w010n50/w002n52/2925459.btg.gz might be:
> 
> JoeBloggsSceneryLtd/w010n50/w002n52/2925459.xml
> JoeBloggsSceneryLtd/w010n50/w002n52/materials.xml
> JoeBloggsSceneryLtd/w010n50/materials.xml
> JoeBloggsSceneryLtd/materials.xml
> FG_ROOT/Scenery/w010n50/w002n52/2925459.xml
> FG_ROOT/Scenery/w010n50/w002n52/materials.xml
> FG_ROOT/Scenery/w010n50/materials.xml
> FG_ROOT/Scenery/materials.xml
> Red and white chequers!
> 
> with the texture taken from the first matching instance found, and
> FG_ROOT/Scenery being assumed to be specified as the default scenery path
> in this instance.

Ah.. the light shines in Britain too :-)
http://baron.me.umn.edu/pipermail/flightgear-devel/2002-August/009981.html

> The second thing is that I'd like it to be able to page textures in and out
> efficiently at a fairly high rate when extensive areas of unique textures
> are used, ie. to be able to keep up with the texture paging required for
> photographic scenery.

See link above

Cheers

Norman

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