Canvas scenery overlays: Difference between revisions

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Basically a Canvas is just a FBO/RTT after all, and we do have the notion of arbitrary "placements" - thus, coming up with a new mode for geographic placements would not be very much work given the code/patches we have already.
Basically a Canvas is just a FBO/RTT after all, and we do have the notion of arbitrary "placements" - thus, coming up with a new mode for geographic placements would not be very much work given the code/patches we have already.


This is not necessarily a suitable long-term strategy (see the PagedLOD comments),but it would provide for a very solid prototyping platform to come up with a proof-of-concept so that people can tinker with different approaches, without requiring tons of C++ changes (or familiarity with SG/TG).
This is not necessarily a suitable long-term strategy (see the [[PagedLOD]] implications),but it would provide for a very solid prototyping platform to come up with a proof-of-concept so that people can tinker with different approaches, without requiring tons of C++ changes (or familiarity with SG/TG).


Like psadro stated on the devel list, a 4096x4096 texture would be sufficient for most needs - but for markings etc specifically, it would be insufficient. However, it would be possible to apply markings using a different/additional overlay, i.e. that just applies to airports, taxiways and roads etc
Like psadro stated on the devel list, a 4096x4096 texture would be sufficient for most needs - but for markings etc specifically, it would be insufficient. However, it would be possible to apply markings using a different/additional overlay, i.e. that just applies to airports, taxiways and roads etc

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