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


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