Am Montag, den 05.12.2011, 11:02 +0000 schrieb Martin Spott: > kreuzritter2000 wrote: > > > 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. > > Ah, well, but, as I understand, this would in summary require dozends > of different textures just to meet the requirements of simple > variations at corner areas, like:
Yes, that's the case. FS2004 is shipped with a dozends of textures. But i don't see a big problem with this, because more different textures also allow more variety. Only from a high attitude, a user might see a repitive pattern. > > | > B | A > |------ > B B > > > | > C | A > -----|------ > B B It's exactly like in the game TetraVex. http://en.wikipedia.org/wiki/TetraVex Screenshot example: http://en.wikipedia.org/wiki/File:Tetravex.png One square is one texture, and same numbers mean, that the textures match on their borders. But this doesn't mean that the left texture (let's say number 9) looks the same like the right texture (let's say number 9 too), the're not mirrored, they look different on the 9 fields, but they do match at the borders. > >From my prspective this approach isn't flexible enough. AFAIK this technique works only with regular grids. Best Regards, Oliver C. ------------------------------------------------------------------------------ Cloud Services Checklist: Pricing and Packaging Optimization This white paper is intended to serve as a reference, checklist and point of discussion for anyone considering optimizing the pricing and packaging model of a cloud services business. Read Now! http://www.accelacomm.com/jaw/sfnl/114/51491232/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel