by Hooray » Sat May 04, 2019 1:02 pm
There is a set of patches using "osgEarth" (search query for the forum/wiki).
Alternatively, there is a wiki article for unrelated C++ changes that make this possible.
We have also been toying with the idea of adapting the latter to come up with a dedicated new canvas "placement" so that arbitrary canvas textures can be draped over the terrain mesh, this would not be particularly complicated given what we have already - and there is also the ongoing compositor work, so that it's not too far-fetched to say that sooner or later, we will have all the bits and pieces in place to provide "native" support for these things.
For the time being, there are roughly half a dozen of different approaches/patches floating around, but using the Canvas system to come up with a terrain-mapping placement would seem like a fairly good idea, and it might even provide for a straightforward mechanism to re-integrate osgEarth on top of this approach.
From a Canvas standpoint, it doesn't matter at all - these are just "textures" after all, if/how and where they show up is a totally separate issue, and handled by so called "placements" - for the time being, we support model/cockpit, scenery and gui placements (dialogs/windows, tooltips) - coming up with a new placement type for property-based terrain-texturing would seem fairly straightforward and a very powerful idea at the same time, consolidating many existing ideas and patches along the way.