As an update to the above discussion regarding triangulation of scenery content in the MSFS rendering engine, this is an interesting thread:
http://www.fsdeveloper.com/forum/threads/dx-10-tweaks-wireframe-cool-stuff-from-paul-roussin.432720/
PS: Anybody tried this and seen "quadrangles" in FS run time terrain or 3D MDLs ...which have NOT been bisected ?
Also, it appears that at run time, the MSFS rendering engine is actually creating:
* a "TRN" (Triangulated Regular Network) for terrain (a proximity-based Quad Matrix grid with a 'range-ring' of LODs ?)
https://www.google.com/#q=Triangulated Regular Network
...for Resample compiled, Quad-gridded terrain mesh
...and:
* a "TIN" (Triangulated Ir-regular Network) for CVX vector polygons, G-Polys, and 3D objects
https://www.google.com/#q=https://www.google.com/#q=Triangulated+Irregular+Network
GaryGB
http://www.fsdeveloper.com/forum/threads/dx-10-tweaks-wireframe-cool-stuff-from-paul-roussin.432720/
PS: Anybody tried this and seen "quadrangles" in FS run time terrain or 3D MDLs ...which have NOT been bisected ?
Also, it appears that at run time, the MSFS rendering engine is actually creating:
* a "TRN" (Triangulated Regular Network) for terrain (a proximity-based Quad Matrix grid with a 'range-ring' of LODs ?)
https://www.google.com/#q=Triangulated Regular Network
...for Resample compiled, Quad-gridded terrain mesh
...and:
* a "TIN" (Triangulated Ir-regular Network) for CVX vector polygons, G-Polys, and 3D objects
https://www.google.com/#q=https://www.google.com/#q=Triangulated+Irregular+Network
GaryGB
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