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We should create the meta-texture at runtime from the vector data - i.e use CGAL + GDAL to ‘paint’ the vector data into textures as they are needed. This means the resolution of the meta-texture tiles can be adaptive, which gives a trivia solution to handling roads and similar - draw them into the meta texture (or an additional one) adaptively based on distance from viewer, etc.<ref>{{cite web | We should create the meta-texture at runtime from the vector data - i.e use CGAL + GDAL to ‘paint’ the vector data into textures as they are needed (note that the corresponding tgdb code already supports gdal optionally<ref>{{cite web | ||
|url = https://sourceforge.net/p/flightgear/mailman/message/33234677/ | |||
|title = <nowiki> [Flightgear-devel] simgear tgdb changes </nowiki> | |||
|author = <nowiki> Peter Sadrozinski </nowiki> | |||
|date = Jan 15th, 2015 | |||
|added = Jan 15th, 2015 | |||
|script_version = 0.40 | |||
}}</ref>). This means the resolution of the meta-texture tiles can be adaptive, which gives a trivia solution to handling roads and similar - draw them into the meta texture (or an additional one) adaptively based on distance from viewer, etc.<ref>{{cite web | |||
|url = https://sourceforge.net/p/flightgear/mailman/message/35134193/ | |url = https://sourceforge.net/p/flightgear/mailman/message/35134193/ | ||
|title = <nowiki> Re: [Flightgear-devel] Experimental new scenery format - help | |title = <nowiki> Re: [Flightgear-devel] Experimental new scenery format - help |