Chris Wilkinson

> 
> > way I think to do it though is to have a large number of generic 
> > buildings
> > that can be matched into areas surrounding the detailed 
> areas, on a bland 
> > texture. So that way you won't have your buildings not 
> matching up with the 
> > ground texturing. That's just my take on it although a nice 
> large area of 
> > photo scenery for SEQLD would be nice. Unfortunately I have 
> no recent images, 
> > mine are from the 90's. Thanks,
> 
> I use grabs from Google earth as test textures. I'm not sure 
> how the copyright of those covers using them in that manner, 
> or if they can be freely distributed as part of a scenery 
> pack for fg. Playing with them at home is harmless enough in 
> my humble opinion... :-)
> 

Indeed, for your personal use, but the copyright definitely precludes their
use to be distributed with or in FG. So unless you come up with either a
work-around, or permission from Google you are simply doing this for your
own amusement. And there's nothing wrong with that, but it's a shame to
expend effort on a product that cannot (legally) be shared with the FG
community.  

AC3D is my modelling tool of choice, I'm not surprised that you find it easy
to use. Blender is more capable, but much more difficult to learn. I've
given up :-).

As we progress our cutover to OSG, perhaps you should be aware that textures
which include transparency have disproportionate effect on framerates We
already have several buildings in the KSFO area which are causing
difficulties under OSG. We need to do some more work to see if this can be
fixed.

Vivian 

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