On Wed, Apr 18, 2012 at 10:45 AM, Renk Thorsten wrote: > Wow, this looks pretty good! Why are there buildings on the street though - > isn't that a different landclass?
That's a bug in the placement algorithm - the buildings shouldn't extend past the edges of the city landclass. I'm planning to fix that before checking it into git. > Does this have to an US-style rectangular street grid, or can we come up with > an algorithm to draw > more European-style street patterns (I think an adaption of the Markov chains > I've been using for the > undulatus cloud patterns might do the trick)? The current city textures are US-style rectangular street grids. Placement and rotation of the buildings uses the terrain-masking, where a second texture is used as a mask for placement and rotation. If you have a more European city texture, it would take ~1hr to create a suitable mask (the difficult bit is mentally converting the rotation in degrees into a 0-256 colour value!). Note also that changes I made to the materials.xml loading a couple of months ago so that any <condition> tags on the material definition are evaluation at tile loading time, and the directory structure would make it very easy to apply such a texture/mask to just European cities. -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