FS2Kx = FS 2000 series: FS2000, FS2002, FS2004, FSX, Prepar3D.
Certainly there might be no need to use ultra-high resolution source aerial imagery to create huge CGLs for off-airport areas.
Unless, of course, your target end user base may wish to explore the areas surrounding the airport low-and-slow (like I do).
With a only personal use- or special interest group- purpose for this scenery, you could use a 'capped' resolution 2-CGL method.
AFAIK, for aerial imagery, that requires blending and control over display priority of layering at runtime by the rendering engine.
In FS2Kx SDK Resample (whether FS8 / FS9 / FSX / P3D we would put multi-LOD imagery data into (1) BGL via a multi-source INF.
Do we have that option in MSFS SDK, or has Asobo not yet restored the granularity of control we had in FS2Kx SDK resample ?
If you are concerned over MSFS compiled package footprint size on disk, you 'may' want to use the OP's 2-CGL method.
But, remembering MSFS has higher quality compression than FS2Kx SDK Resample, a (1) CGL output 'may' still be OK to use.
That way MSFS' LOD switching can render higher LODs / MIPMAPs at / near ground, and lower LODs / MIPMAPs in flight AGL.
Otherwise we must (literally) sort out control of layering for aerial imagery 'draped' onto variable elevation terrain surfaces.
This process seems to be competing with Asobo's use of photogrammetry ...which also uses 'draped' aerial imagery.
How do we assign a higher display priority to our custom BGL aerial imagery relative to 'competing' Asobo photogrammetry ?
That is why I thought it might be useful to to better understand how we worked around this with FS2Kx SDK Resample.
Perhaps if I get some time free, I can find and link some threads on FS2Kx methods for superimposed multi-LOD aerial imagery.
FS2Kx uses aerial imagery 'draped' onto variable elevation terrain mesh as TMF grid-ed quads and triangulated TINs.
IIUC, Asobo has restored part of that legacy infrastructure to MSFS' SDK to allow more adaptability in MSFS scenery creation.
Like MSFS SDK, FS2Kx SDK Resample did not allow us to assign a "Priority" Layer number to 'draped' aerial imagery.
To some extent, we can do this by making 3D models as G-Polys, but that uses fixed ground shapes and UV-mapped textures.
We are wanting to control how 'draped' aerial imagery display relative to Asobo's internal display priority for photogrammetry,.
My suggestion was to review what we do in FS2Kx order to control display of (2) superimposed aerial imagery areas.
I believe this task compels identifying at what LOD / zoom level the ground will display
after the user aircraft has taken off.
That is a function of distance, and conservative design principles make sense in planning what resolutions will be seen AGL.
In MSFS, distance determines vertical size of a sphere in the scene viewport to trigger LOD / MIPMAP switching.
So we should be able to compute the aerial imagery source resolution required for the visual display radius surrounding airports.
Since aerial imagery is not limited to display within the "Test Radius" of airport XML code, this calculation will be for TMF coding.
Dick shared hints on how a 3D model "Visual Display Radius" is computed for LODs / lights as a function of size / distance ...here:
https://www.fsdeveloper.com/forum/threads/msfs-scenery-lights.455868/
https://www.fsdeveloper.com/forum/threads/msfs-2024-lods.459913/post-933096
One might wonder if a comparable relationship exists for TMF mesh / draped aerial imagery as it does for 3D model LODs ?
Let us recall that FS2Kx has a LOD Display Radius:
https://www.google.com/search?q=FSX...fjD8IHBjAuMTQuOcgHNoAIAA&sclient=gws-wiz-serp
Scott Smart described the relationship of factors determining run time rendering in aerly FS2Kx:
https://groups.google.com/g/alt.games.microsoft.flight-sim/c/NtVv7emR_H8
"
scott s.
unread,
May 3, 2009, 8:07:05 PM
to
Gregory <
flights...@bkwds.comcast.net> wrote in
news:bfbsv4l70s7l7us0k...@4ax.com:
I'm not sure how it works in FSX, but in FS9 it is like this:
The world is defined as a set of tiles approx 1.3 km on a side (the actual size varies with latitude). each tile exists as a
4.8m resolution textures (256x256) with lower resolution mipmaps included. The LOD radius determines how many tiles are drawn for each mip level (and what mesh resolution is used) extending out from the point under the viewpoint. 4.5 gives 4 tiles at each mip level (this was the max for FS9). It's said (don't know if it's been proven) that FSX can go higher - 6 or more. The terrain draw system seems to be biased in that when the aircraft is moving, tiles in front of the aircraft get redrawn at next higher mip than tiles to the side.
scott s."
There was also a very large discussion years ago on the same subject at AVSIM (most of the valuable images are deleted now).
In MSFS:
"Level of Detail (LOD) settings in Microsoft Flight Simulator (MSFS) control the distance at which terrain and objects are rendered in high definition. The display radius is primarily managed through two main sliders in the graphics settings—
Terrain Level of Detail (TLOD) and
Object Level of Detail (OLOD)"
https://www.google.com/search?q=MSF...uAewBcIHBTAuMy42yAcigAgA&sclient=gws-wiz-serp
It merits testing whether our computers hardware can handle maxed out:
*
Terrain Level of Detail (TLOD)
...and:
*
Object Level of Detail (OLOD)
...if that allows us to still use photogrammetry
with our own custom high and low resolution aerial imagery.
Also, if a comparable / compute-able relationship exists between distance / size / LOD display, we can plan our CGL resolution.
GaryGB