Frederic Bouvier wrote: > The algorithm I am trying to implement doesn't use triangle to define > landuse. Instead, the earth surface is divided into squares of different > size ( there are currently 16 lod, there will be 20 with srtm ), and each > square has its own texture. The mesh is a regular, square mesh made with > triangle strip.
This reminds me of the tiling scheme as mentioned here - which apparently has proven to be quite successful: http://lists.eogeo.org/pipermail/tiling/2006-September/000052.html Don't miss the attachment at the bottom of the page, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -------------------------------------------------------------------------- ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel