Until you hear those texture where created by someone from Europe.
Hmm, not really. Actually the city textures, like builtup.rgb and
resgrid.rgb, are probably taken from satellite images of some US
resident area. At least it looks like this :-)
As far as I see it, the manual alteration of the
Mark wrote:
As far as I see it, the manual alteration of the city textures should be
kept as an option.
By default the use of the regional textures makes more sence, since
modifying every town would be just too time consuming.
Using the poligons as a virtual marker for the regions sounds
Since there is already a PostGIS database for custom scenery
contribution in work, I assume this maybe could be added to that database?
I agree that localized textures would be a big improvement. The city
textures look good for locations in the states, but not realistic for
Europe.
But I can't
Mark wrote:
I agree that localized textures would be a big improvement. The city
textures look good for locations in the states, but not realistic for
Europe.
Until you hear those texture where created by someone from Europe.
Erik
--
http://www.ehtw.info (Dutch)Future of Enschede Airport
Mark wrote:
Since there is already a PostGIS database for custom scenery
contribution in work, I assume this maybe could be added to that database?
I agree that localized textures would be a big improvement. The city
textures look good for locations in the states, but not realistic for
Europe.
Martin Spott wrote:
Christian Mayer wrote:
Hm, I thought PLIB (i.e. Steve) did like shaders and was just waiting
for OpenGL 2.0. He wanted to do the right solution once it was available
(with shaders and thus multitexturing)...
Do you really expect the PLIB project to issue major
Hello Curt,
Curtis L. Olson wrote:
As we've discussed before, OSG is a worthy option, but it is 'not
trivial' so to speak to switch scene graph libraries out from under such
a complex application as FlightGear, [...]
I know that my sole intention was to prevent people from
straining
Hi Josh
From: Josh Babcock [EMAIL PROTECTED]
2) ... the current terrain is designed to be seen from above... When
viewing terrain from the side other factors come into play...your
stratum idea and the one I put forward where urban terrain is
presently
designed from a birds eye view
I noticed this, too , since the landcover data actually has a large
amount of landcovertypes that are currently ignored.
So my question is: If somebody would brew up some new textures for these
types, is there any reason for not using them?
For example, if you have many textures in a scenery part,
On Wednesday 25 January 2006 21:44, flightgear wrote:
I noticed this, too , since the landcover data actually has a large
amount of landcovertypes that are currently ignored.
So my question is: If somebody would brew up some new textures for these
types, is there any reason for not using them?
Josh Babcock wrote:
I. Currently the terrain textures are UV mapped onto the terrain from
directly above. This creates all sorts of problems in steep terrain. One
of those problems is that cliffs and near cliffs look really bad.
Perhaps if terrain with a slope greater than a certain threshold
Here's a better shot:
http://jrbabcock.home.comcast.net/flightgear/three.jpg
Josh
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Curtis L. Olson schrieb:
X-Plane uses some shader language dithering approach which I don't
understand enough to comment on.
This sounds like a good solution
This isn't easy, especially not within the context of plib which really
doesn't like
Hi Josh
I posted on this subject a couple of weeks ago there was some discussion
as to where the scaling of the texture was done Terragear/FlightGear.
There were two points;
1) ... when viewed from above a 45deg slope will only seem 0.7071 of its
true length. Hence a stretching issue
dene maxwell wrote:
Sort of associated with your river issue is the issue of railways and the
sections of railways that are through tunnels this particularly effects
me as two of the longest rail tunnels in the southern hemisphere are in my
local area and it looks silly to have them
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