>> >> I'm planning on developing procedures that automatically assign cliff >> textures to any scenery beyond a certain slope. From reading through the >> flightgear devel archives, this idea has come up before. Does anybody know >> if any work was actually done with it? And if so, anyone know where I can >> find it, or who I can talk to about it? I just want to make sure I'm not >> doing work that's redundant.
>I suspect that's something already handled by the terrain shaders. ISTR they give a more rocky look to steeper surfaces. >Jon >I think about it too; but as I understand, simply change texture's name in btg don't help, since that texture will be stretched like any other (i.e. looks right only for top view). It is necessary to play with uv-coordinates or sort of. -- --- >WBR, Vadym. While looking through the code, I'd noticed the "roughness" variable seemed to define exactly what I wanted for "steepness". In the case of the stuff I'm doing, the elevation model is very detailed, and the surfaces beyond 45 degrees can't realistically support trees. I guess the big question is when do the textures get assigned in the first place? I've seen LOTS of places in the code where it looks up the texture, but I think those are just looking up the texture that's already been assigned. If, for example, I used the place in the code that checks for roughness to assign anything beyond a certain slope as a cliff, is it too late in the process? Ideally, I'd like this check to happen when texture first gets assigned. I could reassign them at a later point, but that seem inelegant. As for the stretching issue, I'll have to think about that. But I'm thinking about cliffs as shallow as 45 degrees, so it shouldn't be such an issue there. I'm also HOPING to make it an input parameter into fgfs-construct, so that it could be added into the main terragear functionality, for anyone working on high enough resolution scenery for it to be of use. In a low detail model, You might want 75 degrees or more to be defined as cliff face. But if it was an input parameter, then the option would be there. Also, is there an issue I should be concerned with in terms of texture priority? I know that there's a list of what gets drawn on top of what. But there seemed to be a few places where this list came up. At the very least, my attempts at adding to this list failed completely. Anyone know off the top of their head how to change the texture list, or add my own categories to it? This is more so for my own local use, rather than for the Terragear project, as I doubt anyone else needs a texture specific to the brown rocks in Newfoundland. Thanks all! -cullam __________________________________________________________________ Yahoo! Canada Toolbar: Search from anywhere on the web, and bookmark your favourite sites. Download it now http://ca.toolbar.yahoo.com. ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel