December 31, 200916 yr Hi,The island where i live is positioned geographically in a way that my mask i huge, so i wonder if i should divide it into a bunch of smaller regions not to have such a big portion to mask.As you can see the island is at 45 degrees pretty much, so i need to blank out a bunch of land. Would it be less demanding on the computers resources if i was to split it into 6 smaller regions, masking less area ? You can see below, The red square showing if i was to do it in 1 big chunk, the yellow would be how i would split it in 6 regions.Will splitting it in 6 regions be less demanding to the computer? Thanks!Marc
January 1, 201016 yr It sounds like this is FSX, right?What I would try, is first do the mask as you have done and build a bgl. Then I would try to edit a copy of my photo, so that most of the area outside your island is some color like purple, and set that as a "nullvalue" in the inf file, then try again. See if it makes any difference.scott s..
January 1, 201016 yr Author It sounds like this is FSX, right?What I would try, is first do the mask as you have done and build a bgl. Then I would try to edit a copy of my photo, so that most of the area outside your island is some color like purple, and set that as a "nullvalue" in the inf file, then try again. See if it makes any difference.scott s..How would setting a null value be more efficient than using black color? Isn't that like a default null value?
January 2, 201016 yr Salut Marc,This is a tricky matter and depends a lot on different factors. For example, your hardware will determine whether you can make such a large bitmap in SBuilderX and how quickly the bgl will load and display in FS.Generally, the reason the image of the ground is now integrated into the bgl instead of broken up into multiple textures as previously is for efficiency as it is quicker to load one large image than hundreds or thousands of small textures.Also there is the question of the transparency mask. The new technique for ground creation does not limit or clip the ground texture to the LOD grid as previously - the counterpart is that a transparent mask is created around the texture so that the entire image including mask will still fit the LOD grid. You can see that transparent area by loading your bgl in TMFViewer and turning on the display of the mask. These transparency masks are particularly inefficient and use up resources so it is recommended to limit them, either by making ground that fills as much as possible the grid or by having only one image or by creating different files, each having only one LOD level. It can get complicated.If you want to create one final bgl out of many smaller sources, you can also use the Multisource option. Just select each of your small images and compile, discard the bgls, create a multisource inf file that will put the smaller images together into one final large bgl, and manually compile the inf file.Bonne ann Hot, humid Caribbean paradise!
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