Sebastian Bechtold schrieb:
>>
>>     
>>
...
>  -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.
>
> ...
>
> Cheers,
>
> Sebastian
>
>   
Hi all,
Sebastian's plan to make the ground texturing independend from the mesh
(triangles) seems to be a very good way to improve the FG scenery.

If I understand it right, nothing would be changed from the actual state
in those regions of the world where no special development has taken
place, you just have the familiar "standard" ground textures.
But in selected areas scenery designers could create special textures
and they will be drawn elevation-mesh independent instead of the basic
triangle associated textures. You could place whatever you like -
improved FG basic textures, selfcreated ones or even photorealistic ones.
We should have something like my good old Fly! II sim had implemented -
an automatic texture converter where you give the lat/lon coordinates of
ie all 4 corners (to avoid projection problems) of your custom texture
and the process splits your texture into the right sub-sizes, ie fitting
to the given mesh-triangle sizes - which would make the code-changes
much easier as the display would use nearly the same routines as now.
And the process should be able to create "soft" overlapping ("merging")
of the new and old regions (if wished).

So this could be a pretty easy produre for pure users - create a
groundtexture, small or big, run the programm with the right coordinates
and get the result after some time plugged into the FG scenery system.
And there should nearly no performance loss as the work is not done
while running the sim - FG only has to watch where "special" regions are
to be displayed.

Just my thoughts about it, there might be a lot of more practicable
solutions, but doing some improving work on ground textures display
should be supported.

Regards
Georg EDDW




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