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


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