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.
>>
>>
>>    
>>



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