Next Generation Scenery: Difference between revisions

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== Status 2016 ==
== Status 2016 ==
The idea is that we move away from vectoried landclasses and encode the information on landclasses in a raster-image (in my terminology a meta-texture). This has a couple of advantages: 1) Generating an image seems to be much easier than vectorizing complex data structures 2) By avoiding any mesh subdivisions due to landclasses, the mesh vertex count can be cut (drastically?) 3) We get full control over how the transitions between landclasses look like 4) We can easily fit man-made landclasses into the rest of the scenery in a plausible way 5) Landclass editing by the end user can then be made with graphics software, no terragear runs are required<ref>{{cite web
The idea is that we move away from vectoried landclasses and encode the information on landclasses in a raster-image (in my terminology a meta-texture). This has a couple of advantages:  
# Generating an image seems to be much easier than vectorizing complex data structures  
# By avoiding any mesh subdivisions due to landclasses, the mesh vertex count can be cut (drastically?)  
# We get full control over how the transitions between landclasses look like  
# We can easily fit man-made landclasses into the rest of the scenery in a plausible way  
# Landclass editing by the end user can then be made with graphics software, no terragear runs are required<ref>{{cite web
   |url    =  https://sourceforge.net/p/flightgear/mailman/message/35134140/  
   |url    =  https://sourceforge.net/p/flightgear/mailman/message/35134140/  
   |title  =  <nowiki> [Flightgear-devel] Experimental new scenery format - help required </nowiki>  
   |title  =  <nowiki> [Flightgear-devel] Experimental new scenery format - help required </nowiki>  
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   |script_version = 0.40  
   |script_version = 0.40  
   }}</ref>
   }}</ref>


== Why? ==
== Why? ==

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