On Sun, 4 Dec 2011 22:14:18 +0000, Stuart Buchanan wrote:

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

It's simple enough to place objects along a linear feature (like a 
road):

http://www.stockill.net/Junk/newscenery/fgfs-screen-008.png

(It's some older scenery which didn't actually include the road, but 
you get the idea).

I'd rather we didn't spend too much time adding features to textures 
which will clash with "real" data.

> 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)

I took a slightly different approach - a different material for the 
rough:

http://www.stockill.net/Junk/newscenery/fgfs-screen-023.png
http://www.stockill.net/Junk/newscenery/fgfs-screen-024.png
http://www.stockill.net/Junk/newscenery/fgfs-screen-029.png

It works for parks too:

http://www.stockill.net/Junk/newscenery/fgfs-screen-020.png

If there are any crazy people who've mapped golf courses in more detail 
(bunkers, green, etc) then we could add even more detail - anyone want 
to model a golf cart - with walk mode you could have a quick round 
before a flight ;-)

-- 
Jon Stockill
li...@stockill.net

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