Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »mhe« (12. Dezember 2007, 17:53)
Zitat
HOW DOES IT WORK ?
Microsoft FSX uses several layers of generic textures in order to cover the surface of the globe. These textures have been adjusted altogether to generate a random repetition to infinity. These repetitions can hardly be perceived when soaring at a low altitude but become very present above 20 000 feet (6 000 m).
The primary objective of FS Altitude is to replace these repetitive textures very few realistic by real photo–textures. The second objective remains the cohabitation of this low-resolution photo-realistic texture with all other components of the Flight Simulator, such as the default textures, the airports, 3D objects, and autogen. The low resolution of the photo-realistic texture used can not provide a sufficient visual rendition at low altitude, it deactivates by leaving the place to other Microsoft FSX default textures or any other add-ons previously installed.
FS Altitude is able to manage this notion of “priority” by exploiting the multi-resolution display system of the graphic motor of Microsoft FSX: the level of resolution displayed depends on the distance of the aircraft (that is your point-of –view) according to a given point.
It means that you can represent the textures of FS Altitude as a “coat” covering the entire terrain, except one “cone” of several kilometres of diameter right under the aircraft. Within this round drawn by the cone on the ground, it is FSX default that is displayed as if FS Altitude did not exist: autogen is displayed, high-resolution textures are displayed as well as all other add-ons previously installed.
Forensoftware: Burning Board® 3.0.24, entwickelt von WoltLab® GmbH