Am Sonntag, den 04.12.2011, 22:14 +0000 schrieb Stuart Buchanan: > On Sun, Dec 4, 2011 at 1:08 PM, kreuzritter2000wrote: > > > > We could do the same, but i don't know, if this works with an irregular > > grid, flighgear uses. > > This is a very interesting idea indeed. I hadn't realized that is how they had > done it in MSFS. > > Rather than using the same texture, we can simply have a separate > "texture" for object type and rotation. > > I've already managed to use a second texture to mask where trees are > placed. The following screenshot shows a golf course where I've used > a mask so that the random trees are only placed in the rough. > > http://www.nanjika.co.uk/flightgear/golf.jpg
This looks great! When we're talking about MSFS and terrain i also want to mention, that their regular grid allowed them to use textures that allowed a seamless crossover on their borders. So with the right textures choosen, the textures matched on the borders. This solution might be rather difficult or is impossible with an irregular grid, but the borders at the textures and their not seamless crossover are one show stopper that makes the visual qualitiy in FlightGear not as that good as it could be. I wonder how X-Plane solved that, they're using an irregular grid too, but the texture borders look rather seamless which makes the visual quality very realistic. http://www.x-plane.com/wp/wp-content/gallery/more-v10-landscapes/kc-10_13.jpg Best Regards, Oliver C. ------------------------------------------------------------------------------ All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-novd2d _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel