On Wed, Apr 18, 2012 at 10:30 AM, James Turner wrote: > Could you make the density controllable? If the hit is really 'almost zero', > I think about double the density in your screenshot would look even better.
Yes, the density is controllable in the same way as the random vegetation density (i.e. requires a scenery reload to take effect). However, one of the issues I'm hitting right now is that I have to avoid overlapping buildings by binning buildings that are too close to other buildings. As density increases you get more overlapping, and spend more time binning points, so scenery loading starts taking longer. One of the things I'm looking at before checking this in is making that process more efficient, as well as dealing with non-random objects. -Stuart ------------------------------------------------------------------------------ Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel