Martin Spott a écrit :
>
> 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,

It appears that I implemented a mapping like this, without knowing the 
existence of this document. More videos ( the 2nd shows this mapping ) :

http://frbouvi.free.fr/flightsim/yafseng_3.avi [5813kb Xvid]
http://frbouvi.free.fr/flightsim/yafseng_4.avi [6416kb Xvid]
http://frbouvi.free.fr/flightsim/yafseng_5.avi [4981kb Xvid]

-Fred

-- 
Frédéric Bouvier
http://my.fotolia.com/frfoto/              Photo gallery - album photo
http://fgsd.sourceforge.net/               FlightGear Scenery Designer


-------------------------------------------------------------------------
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

Reply via email to