Merging autogen configurations

Now that I can use scenProc to easily create new autogen, the urge to add custom autogen models increases as well. To make the autogen even more realistic I want to add custom roofs, custom vegetation models, etcetera. But all these modifications to the autogen configuration files give developers some headache when trying to deploy […]

P3D v2 and GPW gaps

In my post from two days ago I reported about gaps in my ground polygons, this lead me to discover the different resolution of BGLComp and BGLC generated BGL files. But it turned out that the gap was also caused by a programming mistake I made. The round earth correction was not completely correct for […]

GPW update for P3D v2

I have just put an update of the ground polygon wizard (GPW) in the development release of ModelConverterX. With this update it is now possible to export P3D v2 MDL files from the GPW as well. These can be used in P3D v2 and it allows you to use the full material properties on your […]

GPW and P3D v2

Today I have been experimenting with updating the ground polygon wizard of ModelConverterX to also export P3D v2 MDL files for ground polygons. Given the recent announcement by Lockheed Martin that the FS2002 style polygons will be dropped in the future, it became time to update the GPW. The good news is that it was […]

Drawcall batching, a no-brainer?

Ever since the release of FSX SP2 enabling drawcall batching has been a popular method of increasing the performance of scenery. The basic idea behind drawcall batching is that the scenery engine will gather all polygons with the same material, even if they belong to different objects, and then render them in one go. This […]

Prepar3D v2 MDL changes

When I released the first update for ModelConverterX that supports the new Prepar3D v2 MDL format, I had already found out two differences in the MDL format: The material definition has been extended with an additional attribute for the ZBias The indices of the triangles are now stored as int instead of short. This basically […]