Hi,

the graphic at the end of your steps should be no or
very small problems. To make "pseudo aerial 
 photographs" can be done very easy.

Your idea sounds good now - but one curious question I
have: when it really works at runtime, we could do
something like the livery-changing for the textures?
As an example, when we have rain - the runway will
look wet? When it's snowing, the landscape will be
white?

Good luck
HHS

--- Sebastian Bechtold <[EMAIL PROTECTED]>
schrieb:

> >
> > Message: 8
> > Date: Thu, 05 Jul 2007 17:12:49 +0200
> > From: Ralf Gerlich <[EMAIL PROTECTED]>
> > Subject: Re: [Flightgear-devel] How to apply
> different texturing to
> >     the     terrain mesh?
> > To: FlightGear developers discussions
> >     <flightgear-devel@lists.sourceforge.net>
> > Message-ID: <[EMAIL PROTECTED]>
> > Content-Type: text/plain; charset=us-ascii
> >
> > Hello Sebastian!
> >
> > Sebastian Bechtold wrote:
> >   
> >> > [...] but my plan would, for example, make it
> possible
> >> > to render markings onto them, or draw softly
> rounded curves.
> >>     
> >
> > I'm specifically interested in the "markings" part
> (although I'm also
> > curious at how you want to implement softly
> rounded curves without
> > breaking the current concept of texture display).
> >   
> I -want- to break the current concept of texture
> display. I don't want
> to break anything else, but I definitely want to
> break this. It's all
> about breaking this ;).
> 
> I want to use large patches of texture which are
> applied to the ground
> mesh, completely ignoring the materials of the
> triangles. All I need
> is to place them correctly, so that a road which is
> drawn onto
> a texture file which represents a certain area in
> the world apperes
> at the correct place in the simulator.
> 
> > This might require information which is currently
> not in the scenery
> > files, such as the actual position of the
> centerline and width of the
> > linear features. The triangles don't represent
> this information anymore,
> > however it is available from the scenery sources
> (e.g. the scenery
> > database). In general, making this information
> available in a suitable
> > format shouldn't be a technical problem (maybe one
> of available manpower
> > for implementing the stuff required, but that only
> means that it may
> > take longer).
> >   
> Exactly this is the idea. I have already talked with
> Martin about this
> off-list. The plan would be to include the raw
> (meaning not 
> compiled/digested
> into the .btg files) vector data into a scenery file
> and auto-generate
> the textures using this data. Then you could achieve
> things like
> road markings and smooth curves with some more or
> less simple
> 2D graphics programming. But however - first, I have
> to realise this
> texture mapping stuff. Without that, all further
> thoughts about how
> to generate the textures are useless.
> > Another possibility - at least for simple roads -
> would be to add a
> > centerline to the road texture and make TerraGear
> create an appropriate
> > texture mapping similar to how it is done
> currently in genapts for the
> > taxiways. Unfortunately, the part of TerraGear
> which creates the texture
> > coordinates does not know anymore that the polygon
> it is currently
> > operating on originally was a linear feature
> (blown up according to its
> > width to a polygon). So this approach might
> require some reorganisation
> > of the TerraGear architecture. Given that the
> current architecture is
> > quite complex (mainly due to the fact that the
> task at hand is complex)
> >  I don't think this is feasible without risking to
> break anything to a
> > larger extent.
> >   
> That's one reason why I don't want to touch
> terragear. The second is
> that I would like to make it possible to modify the
> ground textures
> without having to regenerate the scenery.
> > When we're discussing about runtime creation of
> textures we might also
> > get into discussing blending of ground textures.
> In that case, we should
> > keep in mind that in reality not all types of
> landcovers actually blend
> > into each other.
> >
> > When flying overhead forest areas - especially
> dense forest - these
> > typically do not blend with surrounding
> agricultural or greenland areas,
> > at least not in "civilised" areas where man tends
> to create sharp
> > corners by land usage. That's actually not related
> to this specific
> > discussion, but I wanted to note that before I
> forget.
> >   
> Yeah, I know. But well, that's more an artistic
> question, not so much a
> technical one. And as said by you (and also by me
> above), it's not 
> related to this
> first step of the plan. But anyway, you are surely
> right. I have quite a 
> number
> of thoughts about how to create realistic looking
> "pseudo aerial 
> photographs".
> If I should ever be successful with step 1, I'll
> come back to you with 
> these.
> 
> Cheers,
> 
> Sebastian
> 
>
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