Another approach could be the use of multiple UV layers, like other game
engines, err, scenegraphs use. One base texture, and one or more uv layers for
decals, with the possibility to define in the material properties if a texture
repeats or not. the limit here is posed by the use of a model format that is
more limited than what the scenegraph is capable of. I am not saying that FGFS
should not use the AC3D format, but since it already extends it, for example
adding a format for animating sub-meshes, it ought to be possible to do the
same to add support for this sort of features, along with vertex weights and
skeletal systems for example.
Date: Thu, 26 Sep 2013 15:53:32 +0400
From: tomash.brec...@gmail.com
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] Mipmapping of liveries
Also the question to GPU gurus: I think most aircrafts that have hi-res
liveries do so because of several small signs here and there. So does it makes
sense to have a lo-res opaque texture that paints aircraft's body, and then a
hi-res transparent one that places signs on top of the first? This way hi-res
texture will be mostly "empty" - will it substantially improve GPU cycles and
memory usage?
--
Tomash Brechko
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