Re: [Flightgear-devel] Removing landclass seams

2013-01-11 Thread Renk Thorsten
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

[Flightgear-devel] Removing landclass seams

2013-01-10 Thread Renk Thorsten
By the way, do you know this book ? http://books.google.fr/books/about/Texturing_and_Modeling.html?id=bDlSJd8GfMcCredir_esc=y No, I don't. I have never read much about scenery texturing. (I mostly make it up as I go - my greatest wish would anyway be an artist and a decent database to

Re: [Flightgear-devel] Removing landclass seams

2013-01-10 Thread Emilian Huminiuc
On Thursday, January 10, 2013 08:03:39 Renk Thorsten wrote: Which reminds me - is there a performance penalty for using many uniforms? My impression is not, at least I've never seen any, but it'd be good to have this confirmed. Also, can be declare uniform vec 3 in the effect files, and if

Re: [Flightgear-devel] Removing landclass seams

2013-01-10 Thread Chris Forbes
Thorsten, A palette of 16 standard terrain textures can be stored in a single 2048x2048 texture sheet and referenced with a multi-texture coordinate, so we don't necessarily run out of texture units. A similar palette of overlay textures for all landclasses can be stored. You probably want to