Lets review some basics.
FSX will not draw the same way FS9 does.
FSX has many drawing issues that we have to try and over come.
ADE draws what we would like to see much better then what FSX will give us.
FSX uses some of the apron priority code for some parts of the runway to taxiway texture draw.
Concrete is one of the lowest priority textures in FSX. That means that most every other type texture has a higher draw priority. If a runway has concrete as the texture an asphalt taxiway will butt up to it nicely and draw the fillets.
However when the runway is a dark texture like Asphalt it becomes very hard to butt a concrete taxiway texture up to it. The asphalt runway wants to fill in the fillets and place a small amount of asphalt on to the taxiway even though the taxiway is concrete.
This gets worst when the taxiway is placed at an angle (see Tom's post above on the 270 degree) that attaches to the runway. Let me illustrate with some pictures
In this 1st picture I have drawn the runways and the taxiway textures as per Google Earth. I use asphalt for the runway and concrete taxiways to cross the runway in some locations. ADE is showing me what I should expect to see when I compile the airport.
I startup FSX and look at my runways and taxiways. Most everything looks the same as ADE except one of the angle taxiways has asphalt bleeding off of it.
Lets go back to my ADE project file and zoom in on that intersection in the next picture. Because the draw behavior in FSX is different then FS9 we have to block out the asphalt runway textures so they do not bleed into our taxiway. A few points to consider when looking at my picture below.
1. The runway link line (black) is the same as the runway texture (Asphalt). We may need to make a change in ADE
2. All the taxiway links (blue) are concrete
3. Taxiways that cross runways where the texture must chance (concrete to asphalt back to concrete) must have a blocking node positioned at the side of the runway texture. This blocking node stops the asphalt from bleeding onto the concrete taxiway.
4. Angle taxiways off a runway are very hard to stop the bleeding. The FS9 rule that Tom's post above references (270 degree angle) was left out of FSX based on certain texture changes.
Lets modify the angled taxiway and see if we can stop the asphalt bleeding onto the taxiway. Looking at the next picture I am adding some additional nodes. These nodes are not blocking nodes which do not always work for angled taxiways.
1. The 1st additional node I add is behind the holdshort node and very close. This helps to force the draw of the concrete right up to the side of the asphalt runway. In some cases this node is not needed but in some cases it is needed.
2. I add another node onto the taxiway but very close to the runway link line.
3. Always make sure that all the taxiway links (blue) are concrete.
As you study the above picture these 2 additional nodes do not guarantee that I fixed the problem with the asphalt bleeding onto my angled concrete taxiway. I must mandatory do one more thing.
Notice closely I placed a slight angle where the taxiway attaches to the runway. That is the primary purpose of this new 2nd node. It allows me to surpress the asphalt bleeding back up under the runway so it cannot be seen. I do not refer too these type nodes as blocking nodes but more of a offset node so the taxiway line is not straight.
Now I save my ade project file and compie. I start FSX and the bleeding of that one angle asphalt taxiway is gone.
Straight lines look nice and work well where a taxiway of the same texture is real long. However FSX does not like straight lines in certain places. Straight lines can cause certain additional parking spots to loose the "T", grease spots and plane outlines but on the other hand straight lines can cause certain type texture draw too show when we do not want it (bleeding).
Each airport is different. You have to use some of my post here to help eliminate unwanted bleeding of runway textures. Are these issue related to the FSX BGLComp compiler? I don't have a answer to that yet.
Jon, Tom, other beta members including myself need to revisit some of the drawing behavior in FSX and see if we can make it a little cleaner. My studies over the last year on this one issue has many unanswered questions. I have some additional test results that we need to address and post on our tracker site.
One includes being able to change the runway link line vs the runway texture. This change by itself is not a fix. Open many stock airports with AFCAD (FS9) or ADE (FSX) and MS uses the same for both line and texture and then for other airports uses something different. The stock WSSS uses bitumus runways, concrete runway link line, asphalt and concrete for taxiways coming off the runway. Some show concrete bleeding and some show asphalt bleeding regardless of what the lines are marked as.