It will be interesting as well, to see what Asobo might have to say regarding imagery tile dropouts along FS' LOD-20 terrain grid lines.
Here is the area in SBuilderX with a FS LOD-20 terrain grid displayed:
Perhaps one might resolve this rendering anomaly by using the original MSVE / Bing imagery tiles via this MSFS SDK Docs 'worked example' ?
docs.flightsimulator.com
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"
IMPORTANT! When being rendered,
painted lines are baked into the terrain textures along with the apron/runway that they are on. This helps reduce the polycount and permits the element to be terraformed. However, it also means that the texture quality won't be any greater than the resolution of the terrain textures themselves. In general, this resolution is around 4cm/pixel at the equator, with the best/highest resolution terrain textures reserved for higher LODs so we have a better quality for airports. For users, they will experience the best resolution possible setting the "Terrain level of detail" option to its maximum value."
Apparently, as seen in this thread, imagery tile draping fails on a MSFS'
airport XML code "virtual G-Poly" flatten ...due to unknown causes.
So, perhaps a "work-around" is to use an Aerial Imagery work-flow, which IIUC, involves a "
non-airport" (Terrain) sub-system work-flow.
LOD-20 quad = 9.6 Meters = 256 Area Points @ 3.75 cm / pixel = 960 pixels per
each LOD-20 quad (minimum imagery resolution per quad)
IIUC, MSFS' rendering engine will 'down-sample'
ex: 1024 x 1024 pixel imagery mapped onto LOD-20 quad sized areas of Aerial Imagery sources.
If one needs / wants
greater imagery resolution, as in all prior FS versions, 3D models mapped with higher resolution texture imagery are used.
An example would be a Ground Polygon (aka "G-Poly") as a flat / level, or photogrammetry 3D / sloped object mapped with texture imagery.
Once the original MSVE / Bing imagery tiles have been tested for display and positioning, edited copies of those tiles with the same tile name having no less than the minimum required pixel dimensions ...can be substituted for the original MSVE / Bing imagery tiles, to render the custom parking area textures etc.
While it would perhaps be convenient for some to use MSFS' SDK DevMode GUI render of Painted Lines / Markings if rendered properly and directly as intended at run time, one may otherwise disable detail maps:
MSFS SDK DevMode Menu > Options > Ground >
Un-check:
Detail Maps
...and capture a high resolution
ex: 1024 x 1024 zoomed-in screenshot of
each LOD-20 sized quad tile area in Developer Camera Mode, then use a copy to edit original MSVE / Bing imagery tiles.
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GaryGB