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From: David M. <da...@me...> - 2001-07-16 15:26:46
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Curtis L. Olson writes:
> 2. If you wanted to assign textures to each triangle individually in
> the scenery, you will have to break up fans/strips to do it with the
> associated performance implications.
What are the characteristics of FlightGear's fans and strips (other
than the fact that they share vertices and speed up rendering)?
1. Do all triangles in a fan or strip share the same material?
2. Do all triangles in a fan or strip share the same slope?
3. ???
> 3. This stuff looks a lot nicer if you can blend smoothly between the
> different texture types. I'm not sure how that could be easily done
> without a regular grid and a lot of transition textures.
This would be something to look at in the future, especially if some
kind of hardware-based texture blending is available then. For now,
we'll have to live with harsh transitions.
> 4. I'm not sure if the materials file is the best place to handle
> this? Although if we ended up with a materials.xml, I wouldn't
> complain about that.
We could put another file on top of it; it comes out to the same
thing. The idea is that the material in the scenery file becomes an
abstraction ("generally forested") rather than a link to a single
texture.
> 5. If someone is actually going to look into this, they might also
> consider how we'd impliment seasonal effects. Again, I'm not sure if
> the materials file is the best place to concentrate all the
> configurability and options. We might want to build some sort of
> layer in between with all the actual smarts.
We would get seasonal effects by using the date constraint, though
we'd have to enter them manually for different areas.
> 6. It maybe in the future that some scenery designers have picked
> specific textures for specific reasons. We wouldn't want a system
> that always overwrote those choices arbitrarily using our own
> heuristics.
Presumably, they'd use a different material name and there would be no
conflict.
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