Canvas scenery overlays: Difference between revisions

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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/  

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