On Sun, Dec 4, 2011 at 1:08 PM, kreuzritter2000wrote:
> And Vadym Kukhtin wrote:
>> Can you use low-bit gray (or index) mask, to indicate not only placed
>> or not, but also rotate angle?  Then it will be possible to align
>> buildings along main streets.
>
>
> AFAIK Microsoft used the textures itself to put information  where to
> put an 3d object on them.
> They used a special color key, AFAIK it was white. And on all these
> white points an 3d object was placed.
> But i don't know if the use of a regular polygon grid played a role too.
> It may be possible, that the regular grid allowed a fast and easy way to
> place the objects on the textures according to the color key information
> that was in the texture.
>
> We could do the same, but i don't know, if this works with an irregular
> grid, flighgear uses.

This is a very interesting idea indeed. I hadn't realized that is how they had
done it in MSFS.

Rather than using the same texture, we can simply have a separate
"texture" for object type and rotation.

I've already managed to use a second texture to mask where trees are
placed. The following screenshot shows a golf course where I've used
a mask so that the random trees are only placed in the rough.

http://www.nanjika.co.uk/flightgear/golf.jpg

(For those interested, the golf course is Gullane, outside of Edinburgh
from some scenery I've been generating recently using gshhs for the
coastline as the CLC shapefiles)

-Stuart

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