On Wed, 2005-04-20 at 08:16 -0700, Andy Ross wrote: > Oliver C. wrote: > > How does X-Plane 8.1 solve that? > > It's not that terribly hard: store the texture mesh (2D, from the land > use data) and polygon mesh (3D, from the elevation data) separately > and do an intersection test when generating them (or even at load > time). > > If the textures are allowed to overlap, you'll need to do multipass > stuff or use a multitexture renderer, obviously.
Another (somewhat lossy) option is to just create new texture maps from the originals. Take 2 scenery triangles (that share an edge) of roughly the same size and create a square/rectangular texture to cover them with whatever resolution you need. Then fill this texture by sampling the originals. Not all your samples will come from the same texture in the original, but when you're done, FG won't have the added complexity. There are lots of ways to do the sampling, but simply grabbing the nearest texel would be the simplest first attempt and will likely be necessary for more complex methods. It's a little lossy but keeps the complexity in the scenery generation rather than the renderer. If you've got higher resolution imagery than you want in your textures, it starts to become the perfect solution because the losses vanish as this ratio increases. -Paul _______________________________________________ Flightgear-devel mailing list [email protected] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
