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 > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 > express and take > control of your XML. No limits. Just data. Click to > get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > __________________________________ Die besten Tipps und Tricks fürs Grillen. 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