- Original Author: Cormac Shaw
A repeating surface marking of white, single hatched (one set of parallel lines) painted lines typically used to fill in an area on the airport apron (or elsewhere) where ground vehicles and aircraft should not enter.
To create a keep clear area in your scenery, use this Draped Polygon in conjunction with the correspondingly coloured “Keep Clear Boundary” Line in this library to both fill in and outline the boundary of the area by placing the nodes of the Line and the Draped Polygon at the same locations. Note that the last node of the Line polygon needs to be duplicated and dragged to the location of the first node so that the boundary line is drawn as closed.
This polygon is drawn at the ‘Markings +1’ level so will overlay default lines in X-Plane generated by apt.dat files.
- Texture Scale ⓘBy default, one iteration of this polygon’s texture covers 2.5m (8.2ft) horizontally and 2.5m (8.2ft) vertically, but this can be overridden when placing the polygon. For more information, see the official documentation.: h: 2.5m (8.2ft), v: 2.5m (8.2ft)
- Layer Group ⓘThis polygon is drawn as part of layer group markings. For more information, see the official documentation on the .pol format, and the official documentation on layer group names in the .obj format: markings
- Layer Offset ⓘThis polygon is drawn at layer offset +1 within its layer group. -ve offsets are drawn earlier (underneath) and +ve are drawn later (on top). For more information, see the official documentation on the .pol format, and the official documentation on layer group offsets in the .obj format: +1
- Surface Type ⓘThis polygon emulates the hard surface type asphalt. Surface types determine how the aircraft behaves when taxiing over the surface. For more information, see the official documentation on the .pol format, and the official documentation on hard surface types in the .obj format: asphalt
Please note that you must download the library as a whole from the OpenSceneryX home page, we do not provide downloads for individual items. If you are a scenery developer and want to know why this is, and how to use the library correctly in your sceneries, start here.