Canvas scenery overlays: Difference between revisions

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In regard to the cray city texture stretching on the mountain, this is something that seems like a fundamental flaw in our texture coordinate calculations.  We only calculate them in 2-D ( lon, lat ), so any cliff, steep slope stretch the texture out.  The landclass shader mitigates this programatically, but with just plain textures, it looks awful. Ideally, city textures would be just gravel, etc, and could be done procedural, then random / osm building could be placed on top.<ref>{{cite web
In regard to the cray city texture stretching on the mountain, this is something that seems like a fundamental flaw in our texture coordinate calculations.  We only calculate them in 2-D ( lon, lat ), so any cliff, steep slope stretch the texture out.  The landclass shader mitigates this programatically, but with just plain textures, it looks awful. Ideally, city textures would be just gravel, etc, and could be done procedural, then random / osm building could be placed on top.<ref>{{cite web
   |url    =  https://forum.flightgear.org/viewtopic.php?p=295728#p295728  
   |url    =  https://forum.flightgear.org/viewtopic.php?p=295728#p295728  
  |title  =  <nowiki> Re: When FGFS could be like this? </nowiki>
  |author =  <nowiki> psadro_gm </nowiki>
  |date  =  Sep 29th, 2016
  |added  =  Sep 29th, 2016
  |script_version = 0.40
  }}</ref>
<ref>{{cite web
  |url    =  https://forum.flightgear.orgviewtopic.php?p=295728#p295728
   |title  =  <nowiki> Re: When FGFS could be like this? </nowiki>  
   |title  =  <nowiki> Re: When FGFS could be like this? </nowiki>  
   |author =  <nowiki> psadro_gm </nowiki>  
   |author =  <nowiki> psadro_gm </nowiki>  

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