Hi John:
I believe that the thread I linked to above:
http://www.fsdeveloper.com/forum/th...-scenery-achievable.440912/page-4#post-781748
...contains a rather thorough discussion of the options for source file format intended- and compatible- for use with SDK Resample.
Because there are differences in how various graphics applications output BMP files which could lead to inconsistent results when working with "BMP" (aka Bitmap") files intended for use as for Blend and Land-Water Masks, ACES and experienced FS Developers / "FS-Insiders" began mentioning in documentation, forum posts, and tutorials, the option to use TIFF files in specified formats for Blend and Land-Water Masks.
IIRC, this was in response to early feedback and observations from would-be FSX Developers on how problematic the roll-out of the "new" Blend and Land-Water Masks feature was, when actually implemented by the FS Community (where a 'plethora' of different graphics applications were in use that had differing internal names for features and differing file output formats) when BMPs and TIFFs were used with SDK Resample.
Thus, efforts were made to try and help minimize the risk of aspiring FS developers ending up with file formats and sizes that are either not compatible- or otherwise a "P.I.T.A."- to work with in SDK Resample, by utilizing TIFF files in specified formats.
TIFF files can use 'non-lossy' LZW compression (at the expense of longer processing times), and can be formatted as 1-Bit Black-and-White (2) Indexed 'Colors' for Land-Water Masks, and 8-Bit Grayscale (256) 'colors' for Blend Masks as
data (not imagery) sources used to define transition thresholds for transparency in Raster processing of land class texture layers by the FS Rendering engine at run time.
The advantage of these lesser color 'Bit-Depth' (aka "Bit-ness") file formats is that they are smaller than a 24-Bit or 32-Bit (millions of colors) file, when all that is needed by SDK Resample for Mask 'data' source files are:
* 2 'colors' (as Black and White) for
On-Off transparency in a Land-Water Mask
...and:
* 256 'colors' (as gray-scale steps) for
incremental (aka "gradient") transparency in a Blend Mask
Any more 'colors' than those (which are implemented via increasing Bit-Depth of the texture file) are wasted space on disk, in RAM, and in USER Virtual Address Space (aka "USERVA") within the FS Windows Task Session itself.
[
EDITED]
NOTE: Final output source file format for TIFF Masks must actually be 8-Bit gray-scale; see:
http://www.fsdeveloper.com/forum/th...-scenery-achievable.440912/page-4#post-789447
[
END_EDIT]
Thus, I suggest that you use the above TIFF format(s) for your Land-Water Masks and Blend Masks, as you had expressed concern as to the size required to implement a high resolution custom photo-real aerial imagery land class BGL for your project's coverage area.
GaryGB