I over-complicated the map drawing and stripped it down. Added functionality to the TSD page for controlling the map scale. I'm happy that it will work with 3rd party maps too. Oh I just noticed in the screen shots the scale index is off by one.
The green colour is from the low elevation range but I blend some of the terrain colour too which I should perhaps leave out since it gives a false impression. I'll add a button on the page to cycle map modes rather than have to go through a sub page perhaps. Otherwise it might get (more?) confusing. Hey, Longbow 2 had one button to cycle through NAV/ATK and BOTH....and no map unless you flew the Kiowa (I think).
So tonight I'll add the aircraft datum (the helo symbol on the map focal or point of rotation) and begin adding the glyphs for the waypoints and other symbols that we want to appear on the map. Should finish adding the waypoint data while I'm at it (ETA etc). I can't work out endurance time yet as the fuel data isn't yet present. It varies with payload and altitude, there's a table in the A model dash-10.
Would like to have an elegant algorithm to approximate it.
Tweaked the map levels to balance the contrast more...you're more interested in the symbology not the lumpy bits.
Adding more functions to the TSD, hand entering the vertices for each glyph (symbol) that will appear for various things. Dave updated my track texture so they are 'slightly' easier to spot but I think I'll have to think about reading road data and plotting it to the 'master map buffer' that's processed during game initialisation.
Need my TrackIR and (crumbling) pro-clip to get up close to see the detail properly.
* edit *
Another pic to show a bit more clearly the pit self-shadow which is not always obvious due to the shielded nature of the pit and my default sun position.
Also has experimental new baked AO on instruments.
|Pit self-shadows indeed|
|AO work on the side panels, more subtle|
|Showing the new vector improvements on the ENG page|