Dave if u nedda tree database (perfect textures)
I can give u them
Roman

----- Original Message -----
From: "David Findlay" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, December 14, 2001 9:52 AM
Subject: Re: [Flightgear-devel] Objects


> On Fri, 14 Dec 2001 16:13, you wrote:
> > On Fri, 14 Dec 2001 13:56, you wrote:
> > > David Findlay writes:
> > > > Where in the source code are the objects loaded? I'm thinking about
> > > > whether it would be possibly to randomly chuck in trees if the
material
> > > > type is a forest type. Then later add more local information on the
> > > > types of trees that
> > > > grow in a region etc. All we need is the 2 intersecting rectangle
> > > > billboards with transparent textures on them. This looks quite good
> > > > enough to start with
> > > > anyway.
> > >
> > > David,
> > >
> > > You might have a look at how we do ground lighting ... those are based
> > > on surface type and are added randomly at run time.  (With a sorta
> > > nifty trick to get an even distribution across varying triangle
> > > sizes.)
> >
> > What's FG_EXPERIMENTAL_LIGHTING? And is it used by default? Also could
> > someone point me to the source file that handles the ground lighting -
i'm
> > having a little difficulty finding it.... :-) Thanks,
>
> Okay found it - I'll just copy your code and replace the call for a dot of
> light with a billboard of the correct size. This leads to another
question,
> how should I make a tree database. The tree database would contain
> information on the type of area the tree will grow in, how densly they
grow
> in that region, and the average and standard deviation of sizes of those
> trees. To begin with the trees will just be a set of textures for each
tree,
> and just randomly intersperse the various textures for each tree. However
> eventually it would be nice to be able to fractally generate the trees to
> give more variety and save base package size. Could I please have your
advice
> on this? Also I still want to know what FG_EXPERIMENTAL_LIGHTING is... :-)
> Thanks,
>
> David
>
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