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The marking shader needs to know the underlying pavement origin. To do this, the .BTG file needs to support multiple texture coordinates. 1 primary set to look up the line texture in the texture atlas, and another set relative to the origin of the pavement. i4dnf would also like to add dirty / tire marks to the runways. To do this, he needs to know where in the runway polygon, the thresholds are. In openGL, a vertex attribute would be passed to the shader to relay the information. The btg format should be expanded to allow vertex indices (of a triagle) to have attributes. | The marking shader needs to know the underlying pavement origin. To do this, the .BTG file needs to support multiple texture coordinates. 1 primary set to look up the line texture in the texture atlas, and another set relative to the origin of the pavement. i4dnf would also like to add dirty / tire marks to the runways. To do this, he needs to know where in the runway polygon, the thresholds are. In openGL, a vertex attribute would be passed to the shader to relay the information. The btg format should be expanded to allow vertex indices (of a triagle) to have attributes. | ||
The second idea is to use multiple tcs to allow landclass shaders to know where in a tile they are located. If we have a per tile raster image with the landclasses encoded, then the borders between landclasses can be smoothed / modified by the shaders. | The second idea is to use multiple tcs to allow landclass shaders to know where in a tile they are located. If we have a per tile raster image with the landclasses encoded, then the borders between landclasses can be smoothed / modified by the shaders. We could also encode regional definitions into the same raster image to support irregular shaped region encoding. probably 8 bits for landclass, and 8 bits for region is enough. | ||
It would be nice to have all landclass images and this single per tile image to all have the same resolution, so we could use a texture array. This allows us to draw an entire tile (other than linear road / rail / stream ) in one openGL draw call. | It would be nice to have all landclass images and this single per tile image to all have the same resolution, so we could use a texture array. This allows us to draw an entire tile (other than linear road / rail / stream ) in one openGL draw call. | ||
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| hgtchop || support arbitrary tile sizes / directory structure || {{pending}} | | hgtchop || support arbitrary tile sizes / directory structure || {{pending}} | ||
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| imgchop || new tool to support per tile raster images based on a global image. Could be used to chop i4dnf's ocean depth image || {{pending}} | |||
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| hgtfit || support arbitrary tile sizes / directory structure || {{pending}} | | hgtfit || support arbitrary tile sizes / directory structure || {{pending}} | ||
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| tgconstruct || generate per tile raster image of landclass data || {{pending}} | | tgconstruct || generate per tile raster image of landclass data || {{pending}} | ||
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| tgconstruct || generate per tile raster image of region data ( can be combined with landclass image to use just 1 texture unit) || {{pending}} | |||
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| tgconstruct || generate landclass triangles with geodetic texture coordinates and per tile origin coordinates || {{pending}} | | tgconstruct || generate landclass triangles with geodetic texture coordinates and per tile origin coordinates || {{pending}} |
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