Hi, But I forgot a wish: I would love to see, if we could change and do individuals paintings of the ground of airports - all the lines and markings. Maybe that could be something...
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 > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 > express and take > control of your XML. No limits. Just data. Click to > get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > __________________________________ Wissenswertes für Bastler und Hobby Handwerker. BE A BETTER HEIMWERKER! www.yahoo.de/clever ------------------------------------------------------------------------- This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel