July 28, 200916 yr helloi am looking for a way to get rid of the flattening that coastlines impose to elevated mesh close to them . I dont know how MFS implements this but it seems that areas are flattened even when at a distance from the actual shoreline. So far i have tried to create an exclusion polygon using SBUILDERX and i assigned it to exclude all coastlines intersected by it , but it didnt do anything so must follow a different approach. Any suggestions?
July 31, 200916 yr Coastlines don't affect the mesh, but the water (hydro) polys do. The edge of the water poly does blend in with the mesh surrounding it. How is looks is dependent on the mesh sliders. It can be hard to get cliffs on a coast without having water "crawl" up the cliff. Also you have to consider the horizontal accuracy of the mesh vs your water polygons. scott s..
July 31, 200916 yr Hello:Could you post a screen shot here so we can see an example of a problem area? :( As Scott states above, the type of Hydro (water) polygon being used can indeed be a factor; some water polys are "mesh-clinging" and are more likely to show "water creep", especially along steep shorelines.An alternative solution is to create replacement water polys set so all of vertex point elevations match... to "flatten" the water body and the terrain it covers to a pre-determined single elevation, thus giving better results with less visible water creep.Other versions of such water polys can even be given a "slope" downhill in vertical meters per arc degree of horizontal coordinates on the ground in FSX.Regarding FSX SDK-compliant "multi-LOD-resolution" terrain mesh BGLs, these can certainly display with varying results depending on source data used to create them; this is further modified by the mesh slider settings for resolution and complexity used in FSX at run-time.Note: This is especially true if FS9 legacy "single-LOD-resolution" format terrain mesh BGLs are in use for the area in question.Mesh-clinging water polygons display with varying results as they are draped over the terrain mesh, and if the terrain mesh is not perfectly flat where the water is intended to be draped, the water will "creep" up onto the shorelines (more than the "very small" amount it always does by design in FS for terrain texture tile display continuity).Choice of shoreline (a textured vector line created separately from the water polygon) can sometime minimize the extent to which some mild shoreline "water creep" is visible and/or objectionable, but the local steepness and irregularity of the terrain at the edge of the water may still compel one to re-work the water polys to achieve a desired result.SBuilderX (SBX), FSX-KML, and Airport Design Engine (ADE) allow a choice of Hydro poly type to be created, and by setting elevations for vertices, one can have flattened, mesh-clinging or even sloped water BGLs in the new FSX SDK *.CVX vector BGL format.FS2004 format legacy Land Water Mask (LWM) hypro polygon BGLs can also be mesh-clinging or flattened, and are displayable in FSX with little or no difference in rendering efficiency if created in Ground2K4 or SBuilder 205/206 for FS9 etc..However, FS9 usually also provides a transparent "water flatten polygon" in addition to the textured water polygon and shoreline for the mesh-clinging type of water to draped over, and FS9 SDK methods can thus involve extra steps of work to produce such water polygon BGLs compared to FSX methods.Hope this helps! :( GaryGB
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