I noticed long ago that only 1/2 of dirt and grass runways were
"textured".  The untextured part was an appropriate color so I didn't
worry too much about it.

Yesterday papillon81 brought the issue up on IRC because he'd like to
improve the texture.  Looking at the code and using simgear's
decode_binobj to dump an airport I found that:

Dirt and grass runways are generated by GenAirports/rwy_simple.cxx.
The runways are divided into two halves, "A" and "B" each consisting of
two triangles.
Runway half "A" is good.
Runway half "B"'s first triangle UV coordinates are a very short line,
and its second triangle's UV coordinates are a point.

This patch fixes the issue, but I suspect the original intent was to
mirror the texture around the center-line to hide any seams and this
patch doesn't do that...


Thanks,

Ron


diff --git a/src/Airports/GenAirports/rwy_simple.cxx 
b/src/Airports/GenAirports/rwy_simple.cxx
index 99eb321..1ba7ec8 100644
--- a/src/Airports/GenAirports/rwy_simple.cxx
+++ b/src/Airports/GenAirports/rwy_simple.cxx
@@ -101,7 +101,7 @@ void gen_simple_rwy( const TGRunway& rwy_info,
     tp = TGTexParams( runway_b.get_pt(0,0),
                      rwy_info.width * SG_FEET_TO_METER,
                      rwy_info.length * SG_FEET_TO_METER / 2.0,
-                      rwy_info.heading + 180.0 );
+                      rwy_info.heading  );
     texparams->push_back( tp );
 
 #if 0



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