On Tue, Feb 7, 2012 at 4:15 PM, Martin Spott wrote:
> Stuart Buchanan wrote:
>
>> I've just committed to simgear/next and fgdata/master code to allow
>> the placement and rotation of random objects and vegetation to be
>> masked based on a bitmap.
>
> That's a nice approach !
> >From my perspective the meaning of the different properties
> "tree-density" and "wood-coverage" gets a little bit confusing, but
> I'd probably leave fiddling with the new values to those with more
> powerful hardware  ;-)

The "tree-density" and "wood-coverage" values are a legacy of my
previous work to allow groups of trees to be clustered into "woods".
I'll check whether this is used any more in the current materials.xml
and materials-dds.xml files, and retire them if not.

I also have an outstanding task to improve the documentation of
the materials files.

I also forgot to mention that I've included a simple algorithm to ensure
that objects are placed far enough apart that buildings won't sit
on top of each other.  Unfortunately it doesn't work for trees or placed
static objects, but it does allow you to use much higher densitys of
buildings.

-Stuart

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