Yes,
but... each LOD-5 / QMID-7 land class tile has 256 x 256 LOD-13 sized Area Points using Binary counting of 0-256, which IIUC = 257x257 with texture image overlap of 1 pixel along the South Row and East Column of each mapped texture image (aka "bottom and right edges" of such tiles) when regarded as 'NW-positioned' from the aerial imagery point of origin for pixel numbering ...relative to adjacent tiles.
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NOTE: AFAIK, the LOD-13 sized Area Points for LOD-5 land class tiles are still a part of the FS land class rendering sub-system.
However, variable-sized FS2Kx legacy VTP vector format or FSX / P3D CVX format terrain polygons mapped with land class textures are to be considered as distinctly
different types of objects from 'type 252' land class as Dick described them above.
IIUC, the latter vector polygons mapped with land class textures show the visible ('diffuse') mapped texture image within the polygon.
As to the area
outside the visible polygon portion of that "tile" on which is positioned, that periphery is automatically set
transparent by the FS SDK compiler.
IIRC, that transparent area extends outwards to the edges of the LOD-5 / QMID-7 tile for FS2Kx legacy format VTP vector polygons, and to the extent of a LOD-9 / QMID-11 tile for FSX / P3D CVX format vector polygons ...when 'mapped' with land class textures.
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Since custom photo-real aerial imagery is technically a special form of "land class", we can better understand this concept for purposes of land class "granularity" when considering methods used for such custom photo-real land class made via FS SDK Resample as used in FS2002 and FS2004:
256x256 Area Points with
(1) unique 256x256 pixel texture image mapped to each such Area Point
...again, this is as illustrated in the post quoted / linked above:
http://www.fsdeveloper.com/forum/threads/ptsim-larger-maps.424686/#post-628531
...and as just discussed and linked above:
http://www.fsdeveloper.com/forum/threads/mesh-lod.438258/#post-754449
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One may see a "worked example" by opening in FSX SDK TMFViewer, the FS2Kx legacy format Oshkosh custom photo-real land class scenery:
[FSX install path]\Scenery\Cities\OshKosh\scenery\imgosh.bgl
FS SDK TMFViewer Menu > View > Level of Detail:
"LOD-5"
NOTE: This shows the LOD-5 (Yellow) land class tile size within which
multiple LOD-13 sized Area Point land class textures are mapped (Cyan),
As such LOD-13 sized Area Points are essentially "mini-quads" capable of being mapped with unique land class texture images
and Autogen, IMHO, on a practical basis, one might consider them to be '
local sub-tiles of land class'.
FS SDK TMFViewer Menu > View > LOD Grid:
"LOD-14" -and-
TMFViewer Menu > View > QMID Grid:
"QMID-15"
NOTE: This 'zoomed-in' view shows LOD-13 Area Point tile size quad grid terrain vertices (Green) at which (4) adjacent LOD-13 default land class texture 'Areas' (Magenta) overlap and are rotated / blended etc.
FYI: Legacy FS2Kx format
custom photo-real land class texture tiles made with FS SDK Resample are not rotated / blended by the same methods as
default land class tiles, but are instead overlapped and blended by (1) pixel along adjacent tile edges via a different method.
Jim Keir's LWMViewer2 > Menu > Windows > "Information - F2"
NOTE: This shows an approximately LOD-5 land class tile size within which multiple LOD-13 Area Point land class textures are mapped.
The mapped 256x256 pixel FS9-format custom photo-real land class 'type 252' texture image
003100003122201Su.bmp is colored in Magenta to demarcate its land class tile 'Cell' / 'Area' location by the user aircraft position within "Pioneer" air field at (ICAO) KOSH near RWY-9 of Wittman Regional Airport.
The aerial imagery at the same position in Google Earth is also shown in 'extended desktop' view.
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BTW: AFAIK, the FSX / P3D custom photo-real land class BGL made via FS SDK Resample may still be using similar methods inside the 1-piece BGL containing a hierarchy by LODs of MIPMAP-ed textures
< having greater color bit-depth than in FS2Kx ? > and tile placement code, but which permits the overall BGL container "package" to have any custom file name desired by the end user.
You may wish to review this thread for more info related to the IMHO, parallels between- and challenges involved with sorting out- the complex mapping involved in 'gridded' land class and custom photo-real aerial imagery:
http://www.fsdeveloper.com/forum/threads/bgldec-a-resample-bgl-decompressor.433789/
Perhaps Dick and Holger might also wish to clarify and/or expand further on this particular arcane and highly technical sub-topic ?
GaryGB