What are the issues with OSG around dynamic scenery (trees, non-static randomly-placed buildings, 3D clouds, etc.)? Is it just a matter of spending a few hours coding, or is there something in the OSG APIs that makes dynamically-generated scenery difficult?
All the best, David ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel