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Photoreal texture names?

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13
How are the names on the photoreal textures (011213030011321su.bmp etc) defined? I'm working on a photoreal city scenery, and because I don't like the way resampler softens the texture, I work on the whole photo and split it up myself afterwards. On smaller sceneries this has worked quite well, me being able to find out the names without much effort, but in this case I'd like to write a script that automatically calculates the names.
 
Hi Jari,

Good question. I had a quick look in the TMF manual by Christian Stock, but it doesn't seem to be mentioned there. Maybe you can better ask Rhumbaflappy (Dick), he has it included in TCalc, so he must have a formula to get the filename form the lat/lon.
 
There are 15 numbers.

To understand the name we must understand the grid system of LOD grids set up by microsoft. Imagine the world split into thirds like an orange along longitudes 120, -120, and 0. Add a split at the equator, so the world is divided into 6 slices. This is LOD "0"

Now each successive LOD is defined by further halving both the latitude and longitude of the slice.

So if you take this process out to LOD 13, you can imagine there are quite a few little grids that measure .01099 degrees in latitude and .01465 degrees in longitude.

Easiest way to explain the name is to start at the right and work leftward. First of course is the season designator..obvious, but moving into the numbers. Imagine all these LOD 13 grids, that's the smallest texture LOD that resample.exe uses. Now imagine a bigger grid in a different color overlaying the lod13 gridset, sized to contain 4 lod 13 grids. Of course that's the LOD 12 grid. Within each LOD 12 grid therefore we identify the lod 13 grids as 0, 1, 2, or 3 with 0 starting at the upper left, 1 upper right, 2 lower left, and 3 lower right. That's the first number from the right next to the season.

Now expand your view, back away from your imaginary globe to draw a different color grid bigger than lod 12, sized to contain 4 lod 12 grids...this is now a map of lod 11! Now we number the lod 12 grids same as we did with lod 13. Thats the second number from the right....etc etc etc.

That gets you the numbers...now why is there 15 digits instead of 13? Well wehn you get to the far left it gets a bit confusing. Remember we start with orange slices and end up with itty bitty grids that look nearly rectangular.

I've always been a bit weak on how the earliest are determined. Not sure if LOD 1 is determined by three numbers and lod 0 is ignored, or if lod 0 is determined by 2 numbers. I suspect the former, as there is not enough lod 1 grids to use the scheme outlined above.

In truth, I've never really needed to know that part, as texture in your general area will share always the same digits over more than the first three.

Best,

Bob Bernstein
 
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