Tag Archives: modeling

Draping Part 2: Draping a Polygon

In my I described Z thrash and how polygon offset is used to fix it.  Now we can look at draping and runways. The fundamental problem with sloped runways is that a runway is made up of tiles, but the … Continue reading

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Draping Part 1: Z Thrash

I think I have mentioned draping repeatedly, as well as Z thrash, without ever clearly explaining what either of these things are.  I happen to have some pictures from recent work on draping, so here’s the basic situation. What Is … Continue reading

Posted in Scenery | Tagged , , | 7 Comments

X-Plane vs. Blender Normal Maps

Propsman pointed this one out to me yesterday: apparently Blender tangent-space normal maps run from a value of Z=-1 (no blue) to Z=1 (100% blue). This is not how X-Plane normal maps work; our normals go from Z=0 (no blue) … Continue reading

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Using Glass Objects in Planes

X-Plane 9 allows you to categorize objects as being on the plane’s outside, inside, or glass. X-Plane depends on these flags being right for a few things: The draw order of the airplane is determined by the object types – … Continue reading

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Coping With Variable Rendering Options In X-Plane 10

X-Plane 10 will have rendering options for global illumination and global shadows. This leaves one question: what if the user has these features disabled? The plan for version 10 is this: the OBJ file format will have some extensions to … Continue reading

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Performance Tuning and Future Proofing

I wrote up some performance tuning notes for OBJs on the wiki. A few notes on how these rules will change with version 10: Everything on that note applies to version 10 too. If you’ve tuned your model for version … Continue reading

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Use Every Pixel of Your Normal Maps

Normal maps are expensive. A 2048 x 2048 normal map takes 22 MB of VRAM! So make sure you get every bit of image quality you can out of it. Two things to consider: Normal maps are uncompressed (because texture … Continue reading

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Revisiting Texture Compression

For quite a while now, I have been advocating in favor of DDS compression. I am pretty damned obstinate, but eventually if enough people yell at me, I get a clue. I have come to appreciate that there are some … Continue reading

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More Global Illumination Video

I realized I have slightly better test shots of global illumination than the ones that got out a week ago. These are from only a day or two after the last shots. This is the Cirrus again, with landing lights … Continue reading

Posted in Aircraft, Development, Modeling, News, Scenery | Tagged , , , | 17 Comments

X-Plane 10 and Global Illumination

Thanks to my foolish use of unprotected directories, we have basically announced that X-Plane 10 will feature global illumination. Here is some basic information on global illumination. What Is Global Illumination? Global illumination is the ability of any part of … Continue reading

Posted in Aircraft, Development, File Formats, Modeling, News, Scenery | Tagged , , , , | 5 Comments