-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 David Megginson wrote: > 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? > Trees and other random objects are not hard and will fall out of the work I'm doing on real OSG database paging. Our clouds are a different matter because their rendering is done using OpenGL features that require some reworking for OSG's framework.
Tim -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org iD8DBQFG8bY6eDhWHdXrDRURAr+VAJ9Va6O1dyTnjKJBBuxgJfyQSFhXKACgvGA2 py7uHKyOeSrWDVvG2mb8/HM= =Ky2c -----END PGP SIGNATURE----- ------------------------------------------------------------------------- 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