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 ------------------------------------------------------------------------------ Keep Your Developer Skills Current with LearnDevNow! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-d2d _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel