On Thu, Jul 12, 2012 at 1:54 PM, Renk Thorsten wrote:
> (P.S.: As for the meaning of the above sentence - I have actually managed to 
> come up with a scheme which reduced both tiling in the 30 km range 
> significantly and gives much higher apparent texture resolution when close to 
> the ground (~20-40 cm per pixel instead of ~2-4 m) at very modest framerate 
> expense. See here:
>
> http://www.flightgear.org/forums/viewtopic.php?f=47&t=16884
>
> (somewhat fitting to my general pattern why all this is frustrating, the 
> first response assumes once again that I am too dumb to do it properly, 
> although it does so in a polite way). If you're interested, expect a merge 
> request after the feature freeze ends or contact me for the files - but 
> beware, it's once again one of these dreaded innovations which do not work 
> with all the present-day schemes... I believe we might be able to say goodbye 
> to a lot of tiling problems in natural textures (not agriculture or builtup) 
> by extending this a bit.
> )

I haven't commented on the forum post, but I think that with a little
bit of a modification to the C++ code that interprets the
materials.xml file, we can integrate this scheme, either by enhancing
the materials.xml file parser to support passing generic parameters to
effects files, or something tied to this particular scheme.  I'm happy
to look at doing that after the release.

>From my perspective, I think there are lots of opportunities like
these where with a bit of core code work we can integrate new features
like this much more effectively.  (I am aware that we've still to sort
out Local/Basic Weather, but it will come!).

-Stuart

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