>> As Fred says, it would be possible, with some changes to the
>> materials.xml format and the tile loader.  However, I think we can do
>> better.
>>
>> Martin Spott pointed out to me off-list that one could use a GIS
>> shapefile to define a region.  This would be much more flexible,
>> allowing for non-rectangular areas to be defined.  So, if we're going
>> to change the tile loader, I'd want to go down that route instead.
>
> Well, I don't want to be greedy, I just wanted to know if it's trivial to
> do  - what we have now is quite a bit better than what we had previously -
> it's just not perfect and still has some issues. But if that's how it
> stands, I'll create a merge request for my Hawaii project as it is (i.e.
> including the visibility-range dependent artefact generated by the
> transition from lush green to volcano red in shrub and tundra). I think
> it's still nice to fly Hawaii with the regional scheme.

Hi Thorsten

Sorry for my impatience, but I think before one start to have tousands of
custom scenery textures in fgdata we should discuss if such limited custom
scenery changes makes sense to be in the (already heavy) fgdata
repository.

>
> What I like about conditioning on position is that it's simple - everyone
> can do it, and it already seems to inspire some to try to use the scheme:
>
> http://www.flightgear.org/forums/viewtopic.php?f=5&t=16418

I may rot in custom scenery hell for what I write down here because I
still have some kind of "world scenery" in mind ... Something I really
fear meantime is a git-exploding texture folder in fgdata because of focus
on "better" textures for small custom scenery projects.

Yes, it’s just as simple as this more or less useless comparison in this
first post at the forums. The only thing that needs to be done here is
improving landcover shapefiles to get more details, later changing some
textures and materials.xml and providing a custom scenery project, trought
whatever channel ... but when I look at this, why not being consistent and
just go for detailed photo scenery at the end ? Looks wow all the time.
(But once you will realize with photoscenery you’re only flying at noon
for the rest of your flightgear scenery life ;-)

>
> I think that wouldn't be so easy with a GIS shapefile (I would not know
> how to start that way for instance). But if we ever move to a more
> faithful solution, e may have all the texture sets for various parts of
> the world already in place :-) - so we're not losing anything.
>

The GIS shapefile might be easy, but this will first need some new sg/fg
and probably terragear code for such "meta coverage". And more proposals,
ideas and some kind of a scenery "master plan".

Here I will add a note to the concept of the transition shader I
introduced a longer time ago. Stupid, but the idea was to have LESS
texture files at the end to free resources. It was inspired by the idea of
having "natural structures", giving (transitional) patterns with different
colour schemes, following water/clima/temperature or whatever parameters.
(The code for the texture/shader handling with transition shader was
simply based on an idea of Tim Moore and an uncited/unknown contributor
for the old but working crop shader).

Parallel to the transition shader I had the idea for an improved texture
system based completely on transitions, having a texture folder with some
small structures and another with colour schemes, following some newly
introduced meta-vegetation-parameters. Ok, I never finished this task
because I’m not able to introduce the new parameters to sg/fg code.

But personally I vote against having a big bunch of rural textures in a
"wow"-fgdata for the moment. I would really like that new overall
shader/texture concepts are tested and discussed well and gives proposals
and roadmaps to all the scenery projects, eating less resources when
possible. Otherwise I guess we will end up with a heavy archive of
temporary custom scenery approaches.

Cheers, Yves


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