I have a static model of a building (converted to a shape to be able to texture it using cga)
while texturing buildings on non-flat terrain, I often encounter a problem as on picture that the windows are (partially) burried under ground:
I would like to fix this problem so that it looks more realistic. The possible solutions that I can think of are:
solution A: (better) - to be able to detect the highest point where terrain intersects a face and from that point make a horizontal line so that I subdivide this face into two subfaces and then place a non-window texture at bottom where the windows might get buried under ground and place a window texture at the top of face
solution B: subdivide this face into regular grid and then check if each subface intersects with terrain.
If so, then put non-widnow texture, otherwise place widnow texture. this looks like a worse solution because it produces lots of useless polygons
so can cityEngine detect if a face collides with a terrain and detect an exact position where it collides using cga/python?
so far I only found occlusion query functions but looks like they work only between shapes and not between shapes and terrains
or If there is a better way how to texture static models of buildings (not extruded using footprints) so that their windows don't collide with terrain please let me know