![]() Regional texturing specifically changes the appearance of a landclass and also the placement of overlay objects - it is not a technique capable of altering the outlines of landclasses in the mesh. Finally, also the distribution of random overlay objects (such as the density of lights at night, or the number of trees or buildings appearing, or the random placement of icebergs, ships, or bird flocks) is also determined by the landclass.Ī separate layer for the terrain are static objects which are placed on definite positions onto the mesh by other means - for their placement, no landclass information is used and while they can be placed 'onto' the mesh automatically, they can also be placed to absolute altitudes. The Advanced Weather system uses the landclass to determine the likelihood of convective cloud formation when the sun heats the terrain. Second, it also determines FDM-relevant properties, for instance whether it will yield when you try to land on it (for instance water), whether you can roll across it, how bumpy rolling will be, and so on. This information is stored with the terrain mesh.įlightgear then uses it in-sim in several ways: First, the landclass of a triangle determines how it appears - and how it changes appearance with season or environment conditions, i.e. For instance, the database may tell that a certain patch of terrain is 'Shrubcover'. Landclasses are a concept that is directly inherited from geo databases like CORINE. However, the mesh also encodes what a patch of terrain is supposed to represent by assigning a so-called landclass to a triangle. Internally, the terrain is a dense mesh of triangles which determine the elevation at each given point. 2.3.1.1 Deciduous and evergreen vegetation.2.3 Random vegetation, buildings and objects. ![]()
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