-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA256 Ralf Gerlich schrieb:
>> One thing I have noticed, we have alot of urban areas on very steep >> hill sides. This "draping" approach can cause some very unpleasant >> visual effects in these instances...the terrain looks ...stretched... >> like drawing a picture on a piece of rubber then stretching it more in >> one direction than the other, the picture becomes distorted. Have you >> noticed this? > > Yes. We did some trials with rocky textures on the Zugspitze, the > highest mountain in Germany (2962m) and we had the same problem. For special cases like the Zugspitze (or any other mountain top that is really rough) the best solution would probably be to make an extra 3D model for it and not to create it with TerraGear. So the textures can be alinged by hand. The problem with the automatic texture mapping is, that it can only work right, wenn the terrain is flat. The less flat it is the worse the artifacts (texture resolution is irrelevant). An easy example can be created that shows the problem: Imagine a nice triangle where all sides have the same length (it is flat and can have automatically the perfect texture coordinates): - / \ / \ / \ / \ / \ / \ / \ / \ ------------------- Now cut a hole in the middle and insert three triangles where the sides also have the same length (this creates a little hill in the middle): - / \ / \ / \ /_______\ /\\ //\ / \ \ / / \ / \ | / \ / \|/ \ ------------------- Looking on it directly from above, the texture coordinates are still easy to find (that's what the automatic code does: an orthographic projection on a plane). But a soon as you look on the triangle from the side, the textures on the "hill" are distorted. You could make "orthographic coordinates" for each triangle. Then the texture wouldn't be distored anywhere - but between most triangles would be seams between the texture (which is even worse). The best automatic soultion I can come up with as the moment, would be to fit an cylinder (that might habe an infinite radius) through all vertices that belong to one connected set of one texture type. The texture coordinates could then be found by a projection from the center line to the vertex. This would word great with planes (i.e. like the current apporach) as well as with gorges / deep valleys. Special cases (like mountain peaks) are probably best done by hand. CU, Christian ------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://ads.osdn.com/?ad_id=7637&alloc_id=16865&op=click _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel