Harald JOHNSEN schrieb:
> Sebastian Bechtold wrote:
>
>   
>> Yes, that's true. This might really be something that makes the
>> implementation a bit more complicated. Currently, I have two
>> ideas to solve this problem:
>>
>> 1.)
>> Apply the textures on tile-level. The tiles have a regular rectangular
>> shape, so you could map one texture on one tile, without any
>> overlapping. A problem with this could be the dimensions. You'd need
>> quite large textures to get an acceptable low value of square-meters per
>> pixel. I don't yet know enough about 3D programming to judge if this
>> is feasible or not (hardware-limited maximum texture size, OSG / FlightGear
>> performance with handling such huge textures and so on), but at least
>> we could try it.
>>
>> 2.)
>> Use smaller textures (for example 2x2 or 4x4 per tile) and draw
>> overlapping redundant borders to their neighbor textures. Mhh...I have
>> problems to write a good explaination of this in english...I mean...near the
>> borders of each texture (for example a 100 Pixel wide "frame"), you draw
>> exactly the same pixels as you draw on the corresponding "frame" of the 
>> neighbor
>> texture in each direction. You would then apply the textures so that they
>> "overlap" and decide with triangle in the "border area" is filled with 
>> which
>> one of four adjacent textures. When the "frames" are wide enough to 
>> cover every
>> irregular shape that could occur, it should be possible to handle the 
>> problem this way.
>>
>> A clear disadvantage of this approach is, of course, the additional graphics
>> memory requirement, and it's perhaps a bit harder to implement.
>>
>> I don't know what's better or if there are other, better ways to solve this.
>> Feel free to help finding a solution! :)
>>
>>
>> Cheers,
>>
>> Sebastian
>>  
>>
>>     
> The point 1) will give worse ground texture than today if we set the 
> texture size at 4090^2.
> The point 2) is better except that this 100 pixel border is arbitrary. 
> Sometimes it will be ok but i'm afraid there is some triangles that will 
> go very far inside adjacent texture (some sea triangles inside the bay 
> are very long for example).
I've just looked at coast and sea with wireframe mode enabled. You're right.
Sea tiles are made of only two triangles, and most coast tiles also have
triangles that spread almost over the whole tile. So, without changing the
mesh, it seems that there's only method 1 left so far. That's bad, but
at least the decision is made now.

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