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hi,
=?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmxde> wrote:
> On 14.04.20 09:51, jr wrote:
> > agree with this. ~70% of the surface is ocean, so a lo-res representation of
> > that alone would lead to significant savings.
>
> But how to do this - as the reliefs are not "flat", but follow Earth's
> curvature?
o you could "mix" tiles. using the 30m where detail matters, using 90m for
other areas.
o you could pre-process each ocean etc tile, averaging out N neighbouring
pixels.
o you could reduce the #vertices per mesh. for instance, if the mesh data is
stored in GTS format, there's a tool ('gtstricutter' (have not used it (yet)))
which can remove triangles according to some constraints you supply on the
command-line.
there will any number of other ways too, I guess.
regards, jr.
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