Am Montag 19 Februar 2007 13:51 schrieb Chris Wilkinson:
> ....
> I know the altitude of the top of Spring Hill where I work in town, so
> I just flew the ufo, and sat it at the same place in the sim. My model
> sits a little elevated above the default terrain, but the ufo was within
> 10 metres of being at the correct altitude, despite the extra elevation.
> I think perhaps the fg terrain is smoothed, as Brisbane really is quite
> a lot 'lumpier' than the default terrain shows...

The triangle mesh is thinned according to the vertical error created by 
removal of a node. So if these hills are not very high/steep and are embedded 
in large chunks of identical terrain (woods, grassland, etc.), most probably 
this is what you see. I've got vast improvements in 'level of detail' just by 
increasing the accuracy of the land use data that goes into terragear.

The maximum vertical error allowed is a parameter during scenery creation 
(TerraGear), so feel free to even set it to a lower limit. Everything else is 
comparing apples and oranges, though I'd be interested is a comparison of the 
number of triangles.

> >>Will do. You do realise that you'll need to conquer Blender to follow
> >>the methods I use? :-)
> >
> > I'm working on that too, I'm still working on my Redcliffe Airport and
> > local area buildings. I'll send you a copy when I get them looking
> > anything but stupid. Thanks,
>
> An area the size of Redcliffe aerodrome should not be too taxing
> on most graphics cards. I'll be curious to see the difference! :-)

Eventually it all boils down to creating textured triangles. For small areas 
doing this "by hand" using photorealistic, location specific textures might 
be feasible, worldwide it is definitely not (mostly because of texture file 
size, I remember a 12 DVD set of sat/aerial imagery for Germany alone).

Regards,
Thomas
-- 
PhD Student, Dept. Animal Physiology, HU Berlin
Tel +49 30 2093 6173, Fax +49 30 2093 6375

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