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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