Frederic Bouvier wrote: > looking for "coverage" in the sources, I can't find something related > to the texture. As far as I can see, tex coords are computed by > sgCalcTexCoords, and this function is called at run time only for > ocean tiles. Otherwise, in is called from Terragear, in > int TGGenOutput::build( TGConstruct& c ) function for terrain except > airports.
It's in mat.hxx: SGVec2f get_tex_coord_scale() const { float tex_width = get_xsize(); float tex_height = get_ysize(); return SGVec2f((0 < tex_width) ? 1000.0f/tex_width : 1.0f, (0 < tex_height) ? 1000.0f/tex_height : 1.0f); } ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel