Re: Building Low Resolution Scenery
"Dale E. Edmons" <[email protected]> Wed, 22 Sep 2004 00:55:28 -0700
| Newsgroups | gmane.games.flightgear.terragear.devel |
|---|---|
| Message-ID | <[email protected]> |
Norman, Thanks. I'll look into it. I had messed around with xterra and the terra algorithm seems to do well at whatever you tell it. For some odd reason I've never even looked at triangle.... Guess that's what I get for working graveyard shift so much. :) Dale Norman Vine wrote: >I don't know how much it will help but I notice that >there is a new version of triangle out > >""New features in Version 1.5 (released June 4, 2004). > Meshes often have fewer triangles than in previous versions > (triangles are split by inserting new vertices at Alper Ungor's "off-centers"). > Miscellaneous bug fixes."" > >http://www-2.cs.cmu.edu/~quake/triangle.html > >Norman > > > >>-----Original Message----- >>From: [email protected] >>[mailto:[email protected]]On Behalf Of Dale E. >>Edmons >>Sent: Monday, September 20, 2004 9:19 PM >>To: TerraGear developers discussions >>Subject: [Terragear-devel] Building Low Resolution Scenery >> >> >>Hi all, >> >>1) I've been attempting to build a low resolution version of the >>scenery. Fred of the FlightGear Scenery Designer project has helped >>quite a bit, but I haven't been able to get the polygon count per tile >>low enough. >> >>I've already used terrafit.py with low numbers, but after tgvpf is ran >>the count goes back up--judging by resultant scenery. The lowest per >>tile I've acheived is about 1100 for w130n40/w123n47/942682.btg.gz--this >>is Seattle (KSEA) which has hills, lakes, rivers, and ocean and everything. >> >>I suspect if I eliminate roads, railroads, town, etc..., and just use >>ocean, lakes, and default terrain, that I could do somewhat better. >> >> >> >> _______________________________________________ Terragear-devel mailing list [email protected] http://mail.flightgear.org/mailman/listinfo/terragear-devel 2f585eeea02e2c79d7b1d8c4963bae2d