Hi All, Just a quick note to mention that I've now implemented random tree height, and multiple textures as suggested by Curt. Screenshot here:
http://www.nanjika.co.uk/flightgear/forest2.jpg Still some work to be done, but it is looking more realistic. Tim - I've been cleaning up my code a bit, so unless you've already started, I'd hold off trying to kick my previous patch into shape for CVS. I should have a new patch fairly soon. Two other questions for Tim, or anyone else familiar with OSG/OpenGL: 1) For the diffuse lighting, presumably I should calculate the normal when creating the geometry, and it will appear as gl_Normal in the shader right? 2) I've been finding it impossible to work out how to pass in generic attributes into the shader. I've managed to bind an attribute to a location using program->addBindAttribLocation("textureIndex", 1); but I can't seem to set the attribute afterwards. I should be able to use glVertexAttrib... functions, but they don't compile on Visual Studio. Any ideas ? -Stuart ___________________________________________________________ Support the World Aids Awareness campaign this month with Yahoo! For Good http://uk.promotions.yahoo.com/forgood/ ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. 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