On Wed, Apr 25, 2012 at 9:26 AM, Martin Spott wrote:
> Stuart Buchanan wrote:
>> I don't believe the town model has been used for some time. It was supersede
>> by the random object masking I introduced a while back.
> I think what John and Yves are talking about is the introduction of the
> various "zone_maison" models for each spot (therefore the term
> "point"-geometry) where just a single building is supposed to be
> placed:
>
>  http://mapserver.flightgear.org/git/gitweb.pl?p=fgdata;a=blobdiff;f=materials.xml;h=0ccd5813d67dafeb144aa3869ca251570f4d8e5d;hp=aded880617f7f367c08df928abf2cde42a847dea;hb=b67df1d2c2a6a0e16cf5fd16f11eb5585fc27012;hpb=4fc9647ee594f3ae8db638a7186bd42db93437a9
>
>  .... which leads to pretty obscure effects in many places.
> Unfortunately Erik never bothered responding to this issue, therefore
> it's uncertain wether he'd silently agree or silently disagree to
> reverting the above commit.

I've had a look at the relevant section of the re-organized material.xml file
(data/Materials/base/town-buildings.xml), and the "zone_maison" models
are no-longer present.

I think I simply removed them when I added the terrain masking as they
were no-longer required.

If random objects/buildings are floating above the surface, then
that's a bug in the random object/building code.

The random buildings are specifically created with a "basement" extending
10m below the x-y plane so they can be placed on a slope without
looking odd.

Some of the random objects do not have such a "basement", so may have one
bottom edge overhanging on steep ground.

-Stuart

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