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