kreuzritter2000 wrote: > When we're talking about MSFS and terrain i also want to mention, that > their regular grid allowed them to use textures that allowed a seamless > crossover on their borders. So with the right textures choosen, the > textures matched on the borders.
Ah, well, but, as I understand, this would in summary require dozends of different textures just to meet the requirements of simple variations at corner areas, like: | B | A |------ B B | C | A -----|------ B B >From my prspective this approach isn't flexible enough. > http://www.x-plane.com/wp/wp-content/gallery/more-v10-landscapes/kc-10_13.jpg I think they're just multi-texturing the transition area between two adjacent land cover classes - which isn't _that_ simple either, because you'll have to define carefully which land cover type pairings may feature a transition area and which ones don't. Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -------------------------------------------------------------------------- ------------------------------------------------------------------------------ All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-novd2d _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel