20,741
edits
| Line 44: | Line 44: | ||
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. | 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 | 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> | |||
procedural techniques can add details like erosion, discoloration,... down at the milimeter level, so they don't have to be there.<ref>{{cite web | |||
|url = https://forum.flightgear.org/viewtopic.php?p=287573#p287573 | |url = https://forum.flightgear.org/viewtopic.php?p=287573#p287573 | ||
|title = <nowiki> Re: Next-generation scenery generating? </nowiki> | |title = <nowiki> Re: Next-generation scenery generating? </nowiki> | ||