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MSFS20 projectmesh priority problem

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china
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hello:
Guys and developers, I am trying to do the ground work using projectmesh method. I made a plane as the apron and several taxi lines, textured them and export these two mesh into the game.

I set the priority of taxi path higher than apron texture but it didn't work out as I had expected. In theory, the taxi path texture should be above the apron texture, but when seen closer, the taxi path partially disappear as it showed above
 
Projected Mesh is a type of MSFS flat 3D Ground Polygon (aka "G-Poly") that IIUC, uses Z-Bias Material Functionality.

That may require the underlying terrain be flattened under the full extent of the G-Poly.

The same is true of airport Apron Polygons.


Did you apply a terrain flatten under the full extent of the G-Poly ?

GaryGB
 
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Projected Mesh is a type of MSFS flat 3D Ground Polygon (aka "G-Poly") that IIUC, uses Z-Bias Material Functionality.

That may require the underlying terrain be flattened under the full extent of the G-Poly.

The same is true of airport Apron Polygons.


Did you apply a terrain flatten under the full extent of the G-Poly ?

GaryGB
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I flatten the airport withing the airport property and also add a large polygon to terraform the ground if that is the way to flatten all the terrain under the G-poly
 
That sometimes happens when one processes a lot of obscure info on FS SDK (especially if it is one of my postings from after midnight). :)


If you link to a ZIP of your project, we can take a look at it and see where to insert a local scenery layer MSFS 'Depth Bias' factor via "Draw Before":


https://docs.flightsimulator.com/ht...nery_Editor/Objects/ProjectedMesh_Objects.htm

"

Projected Mesh (Group) Properties​


Projected Mesh groups have the following Properties which can be edited (regardless of whether they are within an airport or independent):

The Group Properties Window For A Projected Mesh
"

"Priority​


This option sets the render priority for the projected mesh object. The default render priority is 0, which for most cases is fine. However, if you have overlapping meshes and want one to render over another one, then you will need to change this value clicking the + or - buttons to raise or lower the priority value. Higher priority values will render over lower priorities, for example, a mesh with priority 1 will render over one with priority 0, which in turn will render over one with priority -1. Note that the engine cannot guarantee the render order for meshes with the same priority, so if you need something to always render over or under something else, you need to set this value."


"Draw Before

This option permits you to place meshes into the render hierarchy so that they are drawn under or over different elements. When you click this option, you will be shown a list of object elements which are shown in the order they are rendered. When you pick one, the projected mesh will be rendered over the previous object types, and under the subsequent types. For example, if you select MARKINGS, then the projected mesh will be rendered over Aprons, Taxiways and Runways, but under Markings, Runway Markings and Marking Text."


[EDITED]

AFAIK, MSFS SDK uses Priority and Draw Before to control G-Polys intended to become Projected Mesh.

IIUC, MSFS Projected Mesh G-Polys become an 'independent' type of custom textured "Apron Polygon" that can be displayed outside a ARP Test Radius.

[END_EDIT]


You may also wish to practice using an edited copy of the SDK worked example in The SimpleProjectedMesh sample project:

https://docs.flightsimulator.com/ht...als/Samples/Sceneries/SimpleProjectedMesh.htm


GaryGB
 
Last edited:
That sometimes happens when one processes a lot of obscure info on FS SDK (especially if it is one of my postings from after midnight). :)


If you link to a ZIP of your project, we can take a look at it and see where to insert a local scenery layer MSFS 'Depth Bias' factor via "Draw Before":


https://docs.flightsimulator.com/ht...nery_Editor/Objects/ProjectedMesh_Objects.htm

"

Projected Mesh (Group) Properties​


Projected Mesh groups have the following Properties which can be edited (regardless of whether they are within an airport or independent):

The Group Properties Window For A Projected Mesh
"

"Priority​


This option sets the render priority for the projected mesh object. The default render priority is 0, which for most cases is fine. However, if you have overlapping meshes and want one to render over another one, then you will need to change this value clicking the + or - buttons to raise or lower the priority value. Higher priority values will render over lower priorities, for example, a mesh with priority 1 will render over one with priority 0, which in turn will render over one with priority -1. Note that the engine cannot guarantee the render order for meshes with the same priority, so if you need something to always render over or under something else, you need to set this value."


"Draw Before

This option permits you to place meshes into the render hierarchy so that they are drawn under or over different elements. When you click this option, you will be shown a list of object elements which are shown in the order they are rendered. When you pick one, the projected mesh will be rendered over the previous object types, and under the subsequent types. For example, if you select MARKINGS, then the projected mesh will be rendered over Aprons, Taxiways and Runways, but under Markings, Runway Markings and Marking Text."


You may also wish to practice using an edited copy of the SDK worked example in The SimpleProjectedMesh sample project:

https://docs.flightsimulator.com/ht...als/Samples/Sceneries/SimpleProjectedMesh.htm


GaryGB
Thank you, bro.
I'll look into it
 
Dont use "draw before Apron"....it can lead to bleeding. Go for Runway Markings or higher. If you have other PMs at the runway marking level, just adjust priority level.

Apron level is shit. 2024 as well.
 
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