I have two questions to which I'd like to gather a few opinions:

1) Emilian pointed out here
http://www.flightgear.org/forums/viewtopic.php?f=68&t=17114&hilit=procedural+texturing&start=30#p165312
that terrain textures are a fair share of memory consumption and concluded that 
we shouldn't use multiple choices of textures in the materials file - for 
instance we assign sand1.png, sand2.png and sand3.png to the same landclass). I 
don't know what the original rational for this was. It leads to a modest 
reduction in tiling since the base texture is changed every 10 km or so, but 
all in all I don't see dramatic visual improvements. It also leads to some more 
variety in the textures encountered. 

Both advantages seem increasingly obsolete to me, so I largely agree with 
Emilian. Procedural texturing allows to suppress tiling much more efficiently, 
and regional texturing exposes the user to a great variety of different 
textures in various places of the world.

Hence my question - are there objections against phasing out the use of 
multiple textures per landclass in my future modifications of 
/regions/materials.xml, or are there reasons to keep them I haven't seen? 
/default/materials.xml will still be left untouched for anyone who prefers the 
old style.

2) There has been a discussion here
http://www.flightgear.org/forums/viewtopic.php?f=47&t=17879
to try to get the shader to do autumn colors automatically. The most efficient 
way I can see to do that without significant extra cost is to use the texture 
alpha channel (terrain textures are never transparent, so that is freely 
available) to encode which parts of the texture should be color-rotated how 
much (it doesn't do to get bright red needle-cover...). The advantage is that 
this is a fast and efficient scheme because no extra texture sheets need to be 
loaded or prepared. The disadvantage is that it will make our terrain textures 
look odd and not very user-friendly to edit.

Any opinions on if we should try to test this or not?

Thanks,

* Thorsten
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