Sebastian Bechtold wrote:

>>    
>>
>Hello Heiko,
>
>I don't want to throw away the material information which
>defines things like the bumpines. As I've tried to explain, I would
>like to do the whole thing as uninvasive as possible.
>I'm pretty aware of the fact that as an absolute newbie here,
>I'm not in a position that allows me to change or break existing
>stuff.
>
>Thus, my plan is not to do so.
>
>All I want to do is implementing an alternative system for
>how textures are applied to the terrain triangles. You won't
>lose the ground properties (friction, bumpiness etc.) defined
>by the materials with that, since they are defined independent
>of the textures. Triangles with the material "road" will still
>behave like roads, but my plan would, for example, make it possible
>to render markings onto them, or draw softly rounded curves.
>Both things are not possible with the current method (at least
>not without throwing millions of additional triangles at the problem
>and regenerate the terrain mesh to apply each and every change).
>
>My envisioned ideal solution would make it possible to toggle this
>feature with a command line parameter or config file entry. If you
>don't want it, just don't enable it, and you'll get exactly the same
>thing as you get right now. I don't yet know enough about how
>the program works to appreciate if this is possible (for me) or not,
>but at the moment, I don't see a serious show stopper. I hope I made
>this more clear now.
>
>With best regards,
>
>Sebastian
>  
>
Your thread title is misleading, what you really want to do is to add 
layers, so to add some geometry drapped around the terrain. I've started 
to generate geometry from airport nodes to generate taxiways some time 
ago but did not have time to work a lot on that recently. Once you have 
the geometry of whatever you want this should be renderable with an 
adequat polygon offset.

HJ.


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