Re: genapts
"Dale Edmons" <[email protected]> Wed, 03 Nov 2004 15:34:58 -0800
| Newsgroups | gmane.games.flightgear.terragear.devel |
|---|---|
| Message-ID | <[email protected]> |
TerraGear developers discussions <[email protected]> writes: >Dale E. Edmons wrote: > > >> Hi all, >> >> >> Secondly, would it be feasible to change the way fgfs handles distant >> tiles? Throwing in fog so one just can't see in the distance isn't >> very realistic (except in Los Angeles or on certain cloudy/foggy >> days). It would seem that if a second set of very low resolution >> tiles were available fgfs could load low resolution tiles from the > > >People have devised a number of different schemes to handle the edge >matching, none of which are perfect. It still might be worth pursing >something, and if we did, I'd be in favor of putting skirts around all >the tiles as an attempt to hide the cracks, then we'd have to live with >the edges not matching up perfectly, but perhaps it wouldn't be so >noticable. > The VPF data, as I recall, has information on cliffs. If the code was working for placing a cliff/canyon into the scenery one could then just define a cliff on all edges of a tile and finish processing. I'm sure this is overly simplistic, but it'd have the great advantage that FlightGear/Terragear would then have real canyons, cliffs, and no bright seams. This would be very nice even if the lowres tiles never get used or implemented. Dale This inbound e-mail message has been scanned for Viruses and Content and cleared by AAG MailScan _______________________________________________ Terragear-devel mailing list [email protected] http://mail.flightgear.org/mailman/listinfo/terragear-devel 2f585eeea02e2c79d7b1d8c4963bae2d