Hi,

Hmmm.... sounds like the flat textures which MSFS
has...
I like the way it is, because with the material you
have some informations about bumbiness and so on...

So much as I know, someone is working on the
possibility to change the terrain easily ( I think
Frederic Bouvier )

So I'm not sure about if this is a good idea...

Greetings
HHS
--- Sebastian Bechtold <[EMAIL PROTECTED]>
schrieb:

> Hello together.
> 
> Now that I've found that the FlightGear source code
> does not have to be 
> a "book with seven seals" for me and I was
> successfull with implementing
> my first, although small and simple, change to it, I
> got the idea to try a
> somewhat bigger modification to the program: 
> 
> I'd like to do some experiments with displaying
> ground features
> like roads, rivers and land usage completely through
> (automatically generated) 
> textures instead of the current
> material/triangle-based approach. I think 
> that drawing these features totally indepentent of
> the underlying 
> triangulation has several great advantages, with the
> following two being the 
> most important ones:
> 
> - It would offer the possibility of drawing more
> details and generally 
> more "organic" ground features than it would ever be
> possible with the 
> triangle/materials approach with its inevitable hard
> edges and performance 
> limitations (no way to render zillions of triangles
> for all the smallest 
> details)
> 
> - It would uncouple the processes of generating and
> drawing all the "flat" 
> ground features from the processes of generating and
> displaying the terrain 
> mesh. This would allow us to modify and extend the
> complexity of 
> displayed "flat" ground stuff completely without
> having to edit or regenerate 
> the terrain mesh. New roads or other things could
> easily be added by  
> modifying a roads vector dataset and regenerate the
> responsible ground 
> texture tiles (or even by painting the road onto
> them with a graphics 
> program).
> 
> I know and admit that this approach also may have
> some quite big 
> disadvantages, primarily performance problems
> because of limited hardware 
> resources, and of course the feared "blurry ground
> at low altitudes" effect.
> 
> I have no idea if I will ever get this to work (with
> acceptable results), I 
> have no idea if it will be better than the current
> solution (and even 
> accepted as such by the community), but anyway - I
> would just like to try it. 
> Just for my own fun and interest, if you don't like
> it. 
> 
> Now why I'm writing this sermon: 
> It would be great if someone who has good knowledge
> of these parts of 
> FlightGear which are critical for this experiment
> could support me with 
> answers to some questions which will surely arise.
> 
> This first one, to which the definition of the whole
> challenge can be reduced 
> as for now, is nothing more or less than the
> following:
> 
> How can I implement an "override" for the current
> way of how the terrain 
> triangles are textured, which allows me to look at
> each single triangle, 
> identified by the world coordinates of its corner
> vertices, and map a defined 
> part of an arbitrary texture file onto it? Like
> saying, I have an image file 
> which represents a certain part of the world with
> four corners at specific 
> lat/lon coordinates, and now I want FlightGear to
> render this image onto the 
> ground at exactly this place in the virtual world. 
> 
> I hope my explaination can be understood and I'm
> looking forward to some 
> helpful replies :)
> 
> With best regards,
> 
> Sebastian
> 
>
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