> BTW: I've been discussing with the terragear guys something similar, > with a > texture encoding material info accompanying the btg, and being generated > at scenery build time. > This texture would use a secondary set of texture coordinates, relative > to in-tile position, and would be read in the fragment shader, determining > the actual texture patch(es) to be used from a texture-atlas(sheet), and > amount of mixing.
I agree, this would be an even better way to handle the problem. But I guess not anytime soon, it sounds like this requires quite a bit of extra work to scenery creation. * Thorsten ------------------------------------------------------------------------------ Master HTML5, CSS3, ASP.NET, MVC, AJAX, Knockout.js, Web API and much more. Get web development skills now with LearnDevNow - 350+ hours of step-by-step video tutorials by Microsoft MVPs and experts. SALE $99.99 this month only -- learn more at: http://p.sf.net/sfu/learnmore_122812 _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel