Hello:
I have not looked at the info in the MSFS SDK Docs for Aerial Imagery in a while, but IIRC, that info appears to have changed.
I would look at the info for Projected Mesh to see what can be done regarding Priority, Draw Order / Draw Before etc.
AFAIK, Aerial Imagery can use texture image resolutions that are higher than the limits of Projected Mesh and 3D G-Polys with assigned Depth Bias.
Texture image resolutions are an important part- but not the only part- of what determines the ability of Aerial Imagery to display on top of other layers.
I just cannot seem to find the details that I thought I saw regarding zoom level for Aerial Imagery; IIRC, it was 21 and not 20 to ensure display on top.
This is MSFS' SDK criteria comparable to the FS2Kx SDK that Aerial Imagery made via Resample be at least LOD-13 / QMID-15 to ensure display on top.
But I will probably find that info and update it shortly this morning, after I have had my morning coffee.
UPDATE:
Here are some threads that discuss the zoom level threshold for max display of MSFS "default" mapped terrain texture resolution:
https://www.fsdeveloper.com/forum/threads/custom-aerials-in-msfs2024.459669/post-931740
https://www.fsdeveloper.com/forum/threads/msfs-sdk-vs-imported-textures-textures-resolution.459973/
https://www.fsdeveloper.com/forum/t...-colour-patches-from-custom-sat-image.459867/
https://forums.flightsimulator.com/t/option-for-aerials-texture-resolution-zoom-level/732517?page=3
https://docs.flightsimulator.com/msfs2024/html/2_DevMode/Project_Editor/File_Formats/CGL_Files.htm?rhhlterm=pixels pixel
"
Aerial Image Format
Aerial image files are created at a very high map LOD level (LOD20), which has the following approximate values:
| Level of Detail | Map Width and Height (pixels) | Ground Resolution (meters / pixel) | Map Scale
(at 96 dpi) |
|---|
| 20 | 268,435,456 | 0.1493 | 1 : 564.25 |
NOTE: You can find full details of the different LOD values as well as other things related to how map tiles are calculated
here.
All image files for aerial images should be authored as
16bit PNG with a fixed size of
256x256px, and the build process will automatically generate the images for the lower levels of detail as part of the generated CGL file. Note that the alpha channel of the provided aerial image PNG is used to blend between the image and the in-game aerial, where a
pixel with alpha 0 means the in-game aerial
pixel is used, and 1 means the provided aerial
pixel is used. Any value in-between will create a linear interpolation between the in-game aerial and the provided aerial."
Aerial Imagery and G-Polys can have higher mapped terrain texture resolution than Airport imagery background, Apron, or RWY polygons if we do not use the Property parameter "
Ground Merging"
Aerial Imagery and G-Polys can have higher mapped terrain texture resolution than Airport imagery background, Apron, or RWY polygon.
But... one might wonder if it is possible Airport imagery background, Apron, or RWY polygons can have even higher mapped terrain texture resolution if we do not use the Property parameter "
Ground Merging" and do not apply certain "transforms" in MSFS SDK DevMode Scenery Editor:
https://docs.flightsimulator.com/msfs2024/html/3_Models_And_Textures/Textures/Texturing_Technical_Info.htm?rhhlterm=pixel pixels
https://www.google.com/search?q=site:+docs.flightsimulator.com/msfs2024/+"Ground+Merging"&sca_esv=32ed2d6df950acda&biw=1088&bih=504&ei=7J7jadnUKKCwruEP_r_bqAc&ved=0ahUKEwjZ-vq91_eTAxUgmCsGHf7fFnUQ4dUDCBE&uact=5&oq=site:+docs.flightsimulator.com/msfs2024/+"Ground+Merging"&gs_lp=Egxnd3Mtd2l6LXNlcnAiOXNpdGU6IGRvY3MuZmxpZ2h0c2ltdWxhdG9yLmNvbS9tc2ZzMjAyNC8gIkdyb3VuZCBNZXJnaW5nIjIIEAAYiQUYogQyBRAAGO8FMgUQABjvBTIFEAAY7wVInDZQ_wxY-C5wAXgBkAEAmAHLAaAByQKqAQUwLjEuMbgBA8gBAPgBAZgCA6ACpgPCAgoQABhHGNYEGLADwgIHECEYChigAZgDAIgGAZAGBJIHBTEuMS4xoAfYCbIHBTAuMS4xuAeMA8IHAzMtM8gHL4AIAQ&sclient=gws-wiz-serp
GaryGB