Hi George:
I was wondering if you might have encountered any additional information on what one should do when making scenery for this type of island scenario where both a GPS Map view and "3D rendered / in-flight" view are required / desired ?
By that I mean:
If we are able to successfully exclude and then re-make an island as a standard FSX compliant "in-flight visible" scenery as Ed did, is there another scenery BGL file we should
also make (as a low-resolution GPS Hydro Poly )... perhaps even derived from our source data for the "visible" island, that is needed to provide a visual representation for the island in the GPS Map view ?
I haven't yet checked all other possible BGLs beyond those I originally referenced to the Lundy Island project in the linked thread posted for Ed above to see if UTX does this, but I speculate that may indeed be what they do in another BGL file aside from those used for standard "in-flight visible" scenery components.
If it
is the case that another separate GPS Hydro Poly needs to be made
in addition to the "visible" island, does the same construction process apply, so that with a different GUID for that "GPS" island being chosen, BGLComp simply compiles the low-resolution GPS version for us on the basis of a subroutine specific to that GPS Hydro Poly GUID in our SHP2VEC source file code ?
...Or must we create a separately rendered "low resolution" version of the shorelines etc.
ourselves with new vertices before feeding the data to SHP2VEC ?
Just wondering what we might do in such situations.
PS: In relation to the "partially non-excludable GPS Hydro Poly" in your above cited Lundy Island project, I was wondering if one can simply "cover up"
non-excludable "GPS" islands made of GPS Hydro Poly GUID coded BGLs by creating another replacement "GPS" island placed in an "opaque" layer higher in the FSX Scenery Library ?
Conceptually this would be like placing textures on top of textures so that the topmost is what is seen in the GPS map "top down" view... comparable to what we can do with textured ground polys covering up custom photoreal ground textures if they are placed a fraction of a foot or meter (ex: 0.125) above to minimize Z-Buffer fighting in standard "in-flight visible" scenery.
Oh, and what would be the difference in methodology required (if any) to accommodate a GPS Hydro Poly while also having properly blend masked custom land class photoreal textures for the "in-flight visible" portion of the scenery such as Ed may have done above, instead of using default land class vector polys (ex: created via FSX-KML or SBuilderX) ?
Thanks very much for sharing any additional insights you might have on this.
GaryGB