That looks really slick Stuart!

> Date: Sun, 4 Dec 2011 22:14:18 +0000
> From: stuar...@gmail.com
> To: flightgear-devel@lists.sourceforge.net
> Subject: Re: [Flightgear-devel] Improving random trees & buildings
> 
> 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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