Howto:Regional texturing: Difference between revisions

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=== Terrain data structures ===
=== Terrain data structures ===


Tnternally, the terrain is a dense mesh of triangles which determine the elevation at each given point. However, the mesh also encodes what a patch of terrain is supposed to represent by assigning a so-called <b>landclass</b> to a triangle. Landclasses are a concept that is directly inherited from geo databases like CORINE. For instance, the database may tell that a certain patch of terrain is 'Shrubcover'. This information is stored with the terrain mesh.
Internally, the terrain is a dense mesh of triangles which determine the elevation at each given point. However, the mesh also encodes what a patch of terrain is supposed to represent by assigning a so-called <b>landclass</b> to a triangle. Landclasses are a concept that is directly inherited from geo databases like CORINE. For instance, the database may tell that a certain patch of terrain is 'Shrubcover'. This information is stored with the terrain mesh.


Flightgear then uses it in-sim in several ways: First, the landclass of a triangle determines how it appears, i.e. what texture and/or effect are assigned. Second, it also determines FDM-relevant properties, for instance whether it will yield when you try to land on it (for instance water), whether you can roll across it, how bumpy rolling will be, and so on. The Advanced Weather system uses the landclass to determine the likelihood of convective cloud formation when the sun heats the terrain. Finally, also the distribution of random overlay objects (such as the density of lights at night or the number of trees or buildings appearing) is also determined by the landclass.
Flightgear then uses it in-sim in several ways: First, the landclass of a triangle determines how it appears, i.e. what texture and/or effect are assigned. Second, it also determines FDM-relevant properties, for instance whether it will yield when you try to land on it (for instance water), whether you can roll across it, how bumpy rolling will be, and so on. The Advanced Weather system uses the landclass to determine the likelihood of convective cloud formation when the sun heats the terrain. Finally, also the distribution of random overlay objects (such as the density of lights at night or the number of trees or buildings appearing) is also determined by the landclass.
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* to check whether you're editing the right file/region, do something obvious, like assign a rock texture to a lake. Change to subtle only once you're sure you're editing the right file.
* to check whether you're editing the right file/region, do something obvious, like assign a rock texture to a lake. Change to subtle only once you're sure you're editing the right file.
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[[Category:Scenery enhancement]]
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