The initial commit of the random buildings is now available in git. To enable this, you'll need to set /sim/rendiner/random-buildings=true. This is available through the Rendering Options dialog, and requires the scenery tile to be reloaded to take effect (via the "Reload Scenery" button on that dialog).
A couple of notes: - At present, the building placements add significantly to the scenery generation time - particularly if you start increasing the building density (/sim/rending/building-density). I need to spend some time looking at alternative algorithms for this. - The buildings do not use the Effects system yet. An obvious enhancement would be to add a night-time texture with some emissive properties and use some effect to simulate night illumination of the buildings. - Placement works well against other buildings, landclass edges (though there are sometimes very small overlaps (~1m), but not against custom scenery. - I've modified Effects/urban.eff so that the existing urban shader is disabled when random buildings are enabled. Unfortunately I can't mask the buildings in such a way that they don't collide with the urban shader generated buildings, so they don't work well together. - The texture used for the buildings (Textures/buildings.png) is pretty simplistic. If someone has the time and interest in improving it, they are very welcome - textures aren't my forte. Feedback is welcome as always. -Stuart ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel