As I mentioned in an earlier post in another thread, there is still an issue with ADE_GP maintaining texture application when a poly is rotated with ADE and not edited immediately.
I have been in private communication with Jon. The source of the problem appears to be the algorithm Jon uses to calculate the new lat/lon of the vertices after rotation. I'm a little embarrassed to admit that I proposed that algorithm to him.
The algorithm works sometimes -which is generally worse than not working at all. Provided all vertices are well away from the geographic center of the object on the ADE screen (i.e., small scale), you MIGHT get away without editing. But don't count on it. Always edit immediately following a ADE rotation. If you don't and either ADE-GP does not detect the rotation at compile time or you make further changes to that poly, the texture application will revert to what it would be if the poly were newly created.
I seriously doubt we're going to be able to make this work consistently in ADE_GP. ADE_GP needs some reliable mechanism to determine whether or not a move of all vertices is due to simple rotation. It does that by comparing the relative positions of the new and old vertices. But, in recalculating lat/lon after a rotation, ADE starts with the location of each vertex on the screen. Depending on the display scale, each pixel represents a variable distance - which in turn, affects the precision of the conversion back to lat/lon. If the relative positions vary by only a few centimeters, then ADE_GP can safely assume its the same pair of vertices. However, as the distance increases, the likelihood of an individual vertex move being ignored increases.
We'll keep trying, but I suspect the only reliable fix will be for ADE to automatically call for an edit immediately after rotation of a ground poly.
There is not a simpler problem with lines. ADE_GP recalculates the texture application for patterned lines during each edit. For lines that use a uniform texture, it doesn't matter since texture placement is not critical.
Don
I have been in private communication with Jon. The source of the problem appears to be the algorithm Jon uses to calculate the new lat/lon of the vertices after rotation. I'm a little embarrassed to admit that I proposed that algorithm to him.
The algorithm works sometimes -which is generally worse than not working at all. Provided all vertices are well away from the geographic center of the object on the ADE screen (i.e., small scale), you MIGHT get away without editing. But don't count on it. Always edit immediately following a ADE rotation. If you don't and either ADE-GP does not detect the rotation at compile time or you make further changes to that poly, the texture application will revert to what it would be if the poly were newly created.
I seriously doubt we're going to be able to make this work consistently in ADE_GP. ADE_GP needs some reliable mechanism to determine whether or not a move of all vertices is due to simple rotation. It does that by comparing the relative positions of the new and old vertices. But, in recalculating lat/lon after a rotation, ADE starts with the location of each vertex on the screen. Depending on the display scale, each pixel represents a variable distance - which in turn, affects the precision of the conversion back to lat/lon. If the relative positions vary by only a few centimeters, then ADE_GP can safely assume its the same pair of vertices. However, as the distance increases, the likelihood of an individual vertex move being ignored increases.
We'll keep trying, but I suspect the only reliable fix will be for ADE to automatically call for an edit immediately after rotation of a ground poly.
There is not a simpler problem with lines. ADE_GP recalculates the texture application for patterned lines during each edit. For lines that use a uniform texture, it doesn't matter since texture placement is not critical.
Don


