Hi Federico:
Please tell us what type of textured polygon you want to create:
* a flat
or variable ground surface shape (either of which would be terrain mesh-clinging textures), utilizing 3rd party injection of a visual 'equivalent' for run-time rendering of a compiled, BGL-derived:
* 3D object: SCASM / ASM "legacy" pre-FS9 type Vector Textured Polygon "Ground Polygon" with assigned (VTP) Layer number
* 2D object: SHP2VEC Vector Polygon textured default land class, replacement of default world land class, or Resample custom photo-real local land class
Also, if a land class type or Resample-type custom photo-real textured polygon (technically a special type of land class):
*
do you want Night and/or Seasons displayed on the textured polygon ?
* do you want Autogen displayed on the textured polygon ?
...
or are you wanting to create a textured polygon which is a:
* flat ground surface shape, terrain mesh-clinging, utilizing 3rd party injection of a visual 'equivalent' for run-time rendering of a compiled, BGL-derived:
* 3D object (flat): MDL-based SimObject for FSX and/or P3D9 Textured with: default land class, replacement of default world land class, custom imagery
Alternatively, are you simply wanting to display a textured polygon AGL (thus NOT terrain mesh clinging) with 1 or more transparent layers such as:
http://www.fsdeveloper.com/forum/threads/volumetric-grass-tutorial.435771/
...and/or with an altitude-dependent LOD and/or multi-layer 3D planar object display toggle such as:
http://www.fsdeveloper.com/forum/th...m-and-export-as-fs2002-gp.436378/#post-734544
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CAVEAT: FSX and P3D use a spheroidal / ellipsoidal "curved Earth" 3D world model, and '
terrain-mesh-clinging' now means even "FLAT" terrain polygons, RWYs and other scenery objects actually have
curved surfaces with all triangular terrain surface object faces
pivoted to variable slope angles at adjoining edges ...to align with the shape of the Earth 'geoid' at run time when rendered from Geographic LAT-LON / WGS84 source data compiled into ASM code within BGLs.
Also, there are scenery object visibility and texel density per quad cell rendering and performance issues to be considered which compels use of MIPMAPs, LODs etc. in association with a terrain quad tree to control run time rendering as a function of visual display radius according to linear distance and/or altitude from the user aircraft to a scenery objects OctTree.
Also, the maximum span size of a ground surface area (polygon) may not exceed 100 Meters in either the X or Y direction if it is going to align with the local flat segment of a quad Area Point or "mini-quad" (which defines the maximum flat segment size of the FS spheroidal / ellipsoidal "curved Earth" 3D world model); anything larger would have a gap between the superimposed plane of the textured polygon and the FS terrain / local ground surface.
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END_EDIT]
GaryGB