> Do you have some other local modifications (materials / texture set) in > this screenshot? But it's not a part of the world I have explored, maybe > I'm simply ignorant of our textures in such places.
I think this is all classified as EvergreenForest (or at least some forest...), and the result is what the procedural texturing (Atmospheric Scattering on, Transition slider to max., Landmass as high as you like - it generates a bump-mapped closeup among other goodies) gives you. The original transition effect in the default rendering scheme also doesn't look bad for Yosemite (the main difference is that the transition effect keys on gradient only, whereas the procedural texturing uses gradient information as a bias factor in a random pattern). I don't quite remember if I already pushed forest definitions world-wide to GIT, I think I didn't do this so far because I was still tinkering with the forests and never quite happy with the detail overlay, but the change in materials.xml is fairly trivial if you want to try: Just replace <texture>Terrain/forest1a.png</texture> <texture>Terrain/forest1b.png</texture> <texture>Terrain/forest1c.png</texture> by the overlay texture definitions, here: <texture-set> <texture>Terrain/forest1a.png</texture> <texture n="11">Terrain/forest1a.png</texture> <texture n="12">Terrain/herbtundra.png</texture> </texture-set> and the shader does the rest of the work - no more separate effect files required :-) * Thorsten ------------------------------------------------------------------------------ Don't let slow site performance ruin your business. Deploy New Relic APM Deploy New Relic app performance management and know exactly what is happening inside your Ruby, Python, PHP, Java, and .NET app Try New Relic at no cost today and get our sweet Data Nerd shirt too! http://p.sf.net/sfu/newrelic-dev2dev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel