Canvas scenery overlays: Difference between revisions

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   |script_version = 0.40  
   |script_version = 0.40  
   }}</ref>
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textures are sort of scale invariant entities - they just care that they have a texture and texture coordinates. Which means you can use the same renderer and feed it textures at whatever resolution you need as you get closer to an object, and you can pass a single pixel alpha = 0 texture when you don't need it.
So for LOD purposes, textures look much more handy than vector geometry.<ref>{{cite web
  |url    =  https://forum.flightgear.org/viewtopic.php?p=287573#p287573
  |title  =  <nowiki> Re: Next-generation scenery generating? </nowiki>
  |author =  <nowiki> Thorsten </nowiki>
  |date  =  Jun 4th, 2016
  |added  =  Jun 4th, 2016
  |script_version = 0.40
  }}</ref>


this approach is a brilliant step forward from our current scheme (and 'photorealistic' scenery as well), And it is promising enough that I wouldn't mind loosing some features early on, to be added later. And being an Open Source project: many hands make light work, so release early and release often.<ref>{{cite web
this approach is a brilliant step forward from our current scheme (and 'photorealistic' scenery as well), And it is promising enough that I wouldn't mind loosing some features early on, to be added later. And being an Open Source project: many hands make light work, so release early and release often.<ref>{{cite web

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