Heiko, Emilian,
thanks for your answers!
@Heiko: The wiki article correctly describes the textranslate method. What
puzzled me was that it says the previous, two-file solution would no longer
work. Well, apparently it does here...
http://flightgear.org/forums/viewtopic.php?f=5t=11870#p123517
Dear all,
I'm in the process of converting X-Plane scenery to FG. As far as I
understood, X-Plane uses two separate texture files for day/night lighting.
The FG wiki
(http://wiki.flightgear.org/Howto:_Illuminate_faces#Changing_texture_if_illuminated)
says
This does not work with any version
On Saturday 30 April 2011 13:15:30 Thomas Albrecht wrote:
Dear all,
I also tried the textranslate method, but when I put the day/night
textures, say van.png and van_LIT.png each 256 x 256), into one file (512
x 256) and make up an .xml as described in the wiki, both day and night
textures
Hello,
Thomas Albrecht wrote:
Dear all,
I also tried the textranslate method, but when I put
the day/night
textures, say van.png and van_LIT.png each 256 x 256),
into one file (512
x 256) and make up an .xml as described in the wiki,
both day and night
textures look distorted in
On Saturday 30 April 2011 14:21:23 Heiko Schulz wrote:
@Emilian:
According to Tim Moore, FGFS's graphic specialists it is recommended to
have large texture files, instead many smalls.
See also here: http://wiki.flightgear.org/Howto:_Improve_Framerates
Cheers
Heiko
Hmm, that depends. If
Hello,
Hmm, that depends. If those textures should be displayed
all the time (like a
livery), then yeah, I agree, one big texture is better than
many smaller ones,
also depending on your texturing needs. On the other hand,
if you're not
displaying half the texture most of the time,
On another note, for a case like the village house presented in the wiki I
would suggest another aproach:
Better make the windows separate faces, and just give them emission at night
with the material animation. (a couple of extra vertices are way less
resource hungry compared to a 256x256
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