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The idea is that we move away from vectoried landclasses and encode the information on landclasses in a raster-image (i.e. 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/ | |||
|title = <nowiki> [Flightgear-devel] Experimental new scenery format - help required </nowiki> | |||
|author = <nowiki> Thorsten Renk </nowiki> | |||
|date = Jun 3rd, 2016 | |||
|added = Jun 3rd, 2016 | |||
|script_version = 0.40 | |||
}}</ref> | |||
== Background == | == Background == | ||
If you want to pass substantial amounts of data, it makes sense to use a texture (with filtering disabled, probably) to pass the info to the effect/shader subsystem. Since we don’t have much chance of using the ‘correct’ solution (UBOs) in the near future.<ref>{{cite web | If you want to pass substantial amounts of data, it makes sense to use a texture (with filtering disabled, probably) to pass the info to the effect/shader subsystem. Since we don’t have much chance of using the ‘correct’ solution (UBOs) in the near future.<ref>{{cite web | ||
|url = https://sourceforge.net/p/flightgear/mailman/message/32072598/ | |url = https://sourceforge.net/p/flightgear/mailman/message/32072598/ |