Re: Reducing airports polygon count
"Dale E. Edmons" <[email protected]> Thu, 27 Jan 2005 14:26:58 -0800
| Newsgroups | gmane.games.flightgear.terragear.devel |
|---|---|
| Message-ID | <[email protected]> |
Erik Hofman wrote: > Dale Edmons wrote: > >>> It would be interesting to hear how your IG natively models >>> airports/runways. How do they build/draw the runway numbers and >>> other markings. Are they part of the texture, or are they overlayed >>> as separate polygons? >>> >> >> The runway's are polygons--often one rectangle on these old systems. >> (This >> is one thing I'm trying to change and am happy that FGFS uses more >> accurate >> runway modeling.) The stripes etc.. are polygons on top of the >> runway. The >> textures essentially modify the color of the base polygon to provide >> things >> like skid marks in the landing zone. > > > I was just thinking, haw about projecting the airport layout onto 4 > (1024x1024) textures and project those textures on a very reduced > airport terrain? > How does this compare to how it is currently being done? I have to admit I don't fully understand how things work now. I've already substantially reduced the surrounding terrrain. If I understand correctly, the airport is built independently and the surrounding terrain clipped and adjusted to match the airport. Also, if I understand Curt's description, the airport polygons are build to match the textures and this caused the high polygon count. If the repeating textures were duplicated and placed into new longer mid-textures the polygon count could be reduced to match the terrain instead of the texture. This might also help others who are having problems with frame rate. Airports are currently very dense in terms of polygon count, and somewhat flat. Reducing the polygon and texture count would bound to improve FGFS's framerate too. As long as result matches the curve of the actual airports I'd say this is a good approach. This might yield significant frame-rate increases, especially at airports such as KDEN, KLAX, KORD, and others with multiple runways. I don't know if projecting the airport onto the terrain is a valid approach. Airports often represent a unique area modified to accomodate landings. For example, at KSEA they have been hauling dirt for about two years to build a third runway. The airport is on top of a hill, so to speak, and a simple projection would warp it terribly and not have the sudden drop at the ends. Landings would be more like controlled crashes. Dale > Erik > _______________________________________________ Terragear-devel mailing list [email protected] http://mail.flightgear.org/mailman/listinfo/terragear-devel 2f585eeea02e2c79d7b1d8c4963bae2d