> The end result is that I'd like to do the following: > - Create a new Materials directory under fgdata > - Move materials-dds.xml and materials.xml into it > - Create a new Materials/materials-base.xml file containing material > definitions common > to both materials files. > - Create a number of small xml "snippets", mainly for random object > definitions, e.g. > urban-buildings.xml which will contain the random object definitions > for Urban areas. > > Any objections to this?
Not as such, but if the whole file structure gets redone, might we at this point consider making regional textures by xml conditionals easy in the new file structure? See here for the concept: http://www.flightgear.org/forums/viewtopic.php?f=5&t=12031&start=15 I know that ultimately different landclasses are a superior concept, but I've very much enjoyed seeing different city and agricultural textures in Europe and the US over the last year, and I believe the concept essentially works without re-doing all the scenery. If we add something like this in now, we might also come to the point of implementing a re-parsing of materials.xml at runtime, so textures could switch on a transatlantic flight from US type to Europe type. Regional texturing is a feature which would be nice on GIT - by now, we also have enough GPL-compatible textures to pull it off (a while ago, Adrian posted a very impressive GLP texture pack in the forum). I'd be willing to help implementing it. Cheers, * Thorsten ------------------------------------------------------------------------------ Virtualization & Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel