Paul Surgeon wrote:
On Saturday 15 October 2005 20:54, [EMAIL PROTECTED] wrote:
I thought about the taxiway structure/format a while back.
I came to the conclusion that a raw polygon editor is about the only way
you're going to be able to create taxiways properly.
You mean, ac3d or blender ? No need to use a special editor if you want
to draw polygons.
One can use rectangular or bent taxiway sections but when you get to all the
weird and wonderful taxiway layouts it's impossible to do with a generic
taxiway structure. This is very apparent where taxiways intersect other
taxiways, runways or aprons.
The only thing that made sense to me was a 2D CAD type app like TaxiDraw which
can draw polygons of any shape and size.
I don't want to do pixel or vertex editing, If I must do that then I use
ac3d and I can do everything without any
constraint. There is a tool for another sim that uses points, lines and
splines to define the taxiways.
The tessellation stage can be done
when building the scenery.
The only major problem I ran into was how does one handle markings and lines?
Having offset or floating polygon lines is a major trick with regards to
z-buffer fighting. Texture based lines that are part of the taxiway textures
need to be generated on the fly and consume huge amounts of VRAM due to their
uniqueness so that's not a very good solution either.
Also cutting the lines into the taxiway polygons pushes the polygon count up
horrendously.
I think we need to pick a solution that is going to work in the sim before we
try to figure out what storage mechanism or format we are going to use.
Paul
The best way I found to counter the z-buffer fighting is simply to
disable z-buffer testing.
Remember, we are painting the ground, why would we want any z tests (you
can find situation where
this add artifacts of course).
Harald.
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