Hi Shaun:
AFAIK, the "
Laws of F***ery" are yet another 'un-documented' part of the SDK ...revealed only to those who endure all the many "
gotcha's" !
With regard to many things such as the latter topic of this thread, the SDK docs certainly do
not tell "
the truth, the (w)hole truth, and nothing but the truth", since IIRC, it is undocumented by ACES that when working with Parent / Child / 'Hole' methods for vector polygons, including adjacent polygon (triangle) edges in a contiguous 1-piece sloped flatten "TIN", or when abutting the "visual" portion of other nearby vector polygons (within the same QMID grid quad), the underlying mechanism is that polygons (whether textured
or not) are 'Masks' for a quad-sized, rectangular Direct Draw Surface (aka "DDS") attached to a (NW) corner of a quad, and which co-exists within a 'layering' scheme that establishes a "draw order".
Even SBuilderX documentation and FS forum threads at PTSIM only 'allude' to these, and other mechanisms inherent in working with vector polygons.
http://www.ptsim.com/forum/viewtopic.php?p=7126
Furthermore, above and beyond consideration of vector polygon GUID type, one may need to consider clockwise and/or counter-clockwise "
winding"
direction of polygon vertices as a basis for the above referenced layering scheme which establishes a "draw order" within a 'layering' scheme.
So when drawing a 1-piece sloped flatten "TIN", vertices defining all edges must be drawn in a specific sequence in keeping with the existing contiguous vertices in that TIN, or the FS rendering engine may not form a "solid" DDS for some or all of that object 'layer'.
And when placing multiple sloped flatten "TIN" or other terrain polygons within the same QMID grid quad, vertices defining all edges must be drawn in a specific sequence relative to vertices in other polygons, or the FS rendering engine may not form a "solid" DDS for some or all such polygon object 'layers'.
IIRC, mixed clockwise / counter-clockwise "
winding"
direction of vertices in polys that intersect / overlap may also result in an "exclusion".
For purposes of this discussion, IMHO, we can regard FS as a type of GIS application functioning comparable to other GIS apps when it displays "layers", because, as with other such GIS apps, one may also need to consider clockwise and/or counter-clockwise "
winding"
direction of vertices as a basis for a layering scheme which establishes a "draw order".
Additionally, IIUC, certain considerations may apply when 'segmenting' terrain polygons with a specific "
winding"
direction of vertices across quad borders, as has been discussed in the past for 'legacy format' VTP vector polygons:
http://www.ptsim.com/forum/viewtopic.php?p=4158\
Keeping BGLs for certain terrain polys in separate "layers" within the FS scenery library as adjacent paired "upper" and "lower" layer numbers might be another consideration for compatibility purposes, as well.
Hope these additional considerations might prove helpful to the learning and development process.
GaryGB