I've finally managed to find an (in hindsight rather obvious) way to regionalize textures and have started working on a rice terrace texture to represent irrigated crops in Asia.
So far, I'm quite happy with the texture, but since so many aerial screenshots of rice often show clusters of trees, I'd like to include those as well (also to break the regularity of the texture). Using <wood-coverage>300000.0</wood-coverage> <wood-size>15000.0</wood-size> <tree-density>500.0</tree-density> <tree-texture>Textures/Trees/deciduous-summer.png</tree-texture> <tree-varieties>8</tree-varieties> <tree-range-m alias="/params/forest/tree-range-m"/> <tree-height-m>20.0</tree-height-m> <tree-width-m>12.0</tree-width-m> gives me almost what I want - except that I don't actually see deciduous-summer, I see mixed-summer! It doesn't remotely matter what <tree-texture> or <tree-varieties> I specify, I get the same output - although Flightgear responds correctly to changes of other properties in this section. Evergreen needle trees look decidedly strange on rice fields! Is this a bug or an obsolete tag? Where else is the texture sheet for trees chosen? Thanks, * Thorsten P.S.: For reference, here is the whole <material> declaration I use for the rice fields ----- <material> <condition> <and> <equals> <property>sim/startup/season</property> <value>summer</value> </equals> <greater-than> <property>position/longitude-deg</property> <value>60.0</value> </greater-than> </and> </condition> <effect>Effects/crop</effect> <name>IrrCropPastureCover</name> <name>IrrCrop</name> <name>Orchard</name> <name>Olives</name> <name>Vineyard</name> <name>Rice</name> <texture>Terrain/rice1.png</texture> <xsize>2000</xsize> <ysize>2000</ysize> <light-coverage>2000000.0</light-coverage> <solid>1</solid> <friction-factor>0.9</friction-factor> <rolling-friction>0.3</rolling-friction> <bumpiness>0.6</bumpiness> <load-resistance>1e30</load-resistance> <object-group> <range-m>5000</range-m> <object> <path>Models/Buildings/silo.ac</path> <coverage-m2>5000000</coverage-m2> <heading-type>random</heading-type> </object> <object> <path>Models/Buildings/red-barn.ac</path> <path>Models/Buildings/horse-stable.ac</path> <path>Models/Buildings/cow-stable.ac</path> <path>Models/Agriculture/farmhouse1.ac</path> <path>Models/Agriculture/farmhouse2.ac</path> <path>Models/Agriculture/farmhouse3.ac</path> <coverage-m2>750000</coverage-m2> <heading-type>random</heading-type> </object> </object-group> <!-- Disabled to avoid a tremendous osg performance penalty when deleting scenery tiles, caused by tens of thousands of shared horse/cow objects. Need a better implementation! <object-group> <range-m>1000</range-m> <object> <path>Models/Fauna/cow.ac</path> <coverage-m2>100000</coverage-m2> <heading-type>random</heading-type> </object> <object> <path>Models/Fauna/horse.ac</path> <coverage-m2>300000</coverage-m2> <heading-type>random</heading-type> </object> </object-group> --> <wood-coverage>300000.0</wood-coverage> <wood-size>15000.0</wood-size> <tree-density>500.0</tree-density> <tree-texture>Textures/Trees/deciduous-summer.png</tree-texture> <tree-varieties>2</tree-varieties> <tree-range-m alias="/params/forest/tree-range-m"/> <tree-height-m>20.0</tree-height-m> <tree-width-m>12.0</tree-width-m> </material> ------------------------------------------------------------------------------ Achieve unprecedented app performance and reliability What every C/C++ and Fortran developer should know. Learn how Intel has extended the reach of its next-generation tools to help boost performance applications - inlcuding clusters. http://p.sf.net/sfu/intel-dev2devmay _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel