On 11/14/03 at 12:17 AM Paul Surgeon wrote: >I'm sure this subject has been brought up plenty of times but I think it >would >be great to compile a list of all the features that we need the FG terrain
>rendering system to support. > >I want to keep this to features only - lets forget about the >implementation >for the moment so we can at least get everyone's ideas down without having >50 >emails of "it can't be done like this" or "must be done like that". >Let's make a comprehensive list first and then discuss the HOWTO's >afterwards. >Maybe we can even come up with a roadmap!!! :-P > >My list : > >1. LOD algorithm/system (with adjustable radius for high and low end users) >The current irregular grid mesh works but it's not very efficient and we >could >get much better framerates with a nice LOD system. Alternatively much >higher >elevation resolution with similar framerates. > >2. Texture overlays - FG scenery engine does the chopping and texture >co-ord >generation. (I won't go into details but this would greatly simplify LOD >algorithms) > >Your list : > The ability to drape the textures at differing resolutions at different locations in the scenery. (ie. higher res data immediately adjacent to airports where the pilot is generally closer to the ground and to give good definition on final approach). Some sort of fix or workaround for the stretched-textures-on-cliff faces problem that draped textures suffer from in mountainous regions - possibly the ability to cut in textured polygons on steep faces. Cheers - Dave _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel