Talk:TerraGear texmapped line data: Difference between revisions

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(Created page with "This looks great and is something I intended to do earlier, but never really got into it. I wonder how you managed to make the clipper honour the texture coordinates, as that was...")
 
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Whenever the roads are crossing, you should probably create a new polygon (quad maybe?) there and assign it a "crossroad" material. Of course then you'd need to have different textures for T cross or X cross etc, this is hard.
Whenever the roads are crossing, you should probably create a new polygon (quad maybe?) there and assign it a "crossroad" material. Of course then you'd need to have different textures for T cross or X cross etc, this is hard.
I also suggest you to use OSM data instead of the line data. As you modified to code generating the wider polygons, I guess it should be quite straightforward to generate the line graph with correct width from OSM xml files and then polygons from those. That way you could get also lane information etc.
I also suggest you to use OSM data instead of the line data. As you modified to code generating the wider polygons, I guess it should be quite straightforward to generate the line graph with correct width from OSM xml files and then polygons from those. That way you could get also lane information etc.
I'd like to see how you did this, if you could upload a diff somewhere so I could check?
I'd like to see how you did this, if you could upload a diff somewhere so I could check? I have some ideas of adding extra parameters and this code of yours might help in the process.
- Zan
Oh, and I don't think it matters if the "already textured" polygons are added as single triangles or fans or strips. As long as the texture coordinates are preserved :)
:- Zan

Revision as of 09:02, 26 January 2011

This looks great and is something I intended to do earlier, but never really got into it. I wonder how you managed to make the clipper honour the texture coordinates, as that was the step where I let the project be? Whenever the roads are crossing, you should probably create a new polygon (quad maybe?) there and assign it a "crossroad" material. Of course then you'd need to have different textures for T cross or X cross etc, this is hard. I also suggest you to use OSM data instead of the line data. As you modified to code generating the wider polygons, I guess it should be quite straightforward to generate the line graph with correct width from OSM xml files and then polygons from those. That way you could get also lane information etc. I'd like to see how you did this, if you could upload a diff somewhere so I could check? I have some ideas of adding extra parameters and this code of yours might help in the process. Oh, and I don't think it matters if the "already textured" polygons are added as single triangles or fans or strips. As long as the texture coordinates are preserved :)

- Zan