Re: [Flightgear-devel] OSG vs. trees and buildings

2007-09-19 Thread Heiko Schulz
Hi, here one of the scrrenshots which he presented in the german forum: http://www.rotblind.de/fgstuff/autogen/hamburg.jpg Hopefully he don't matter to show here Ask him- I'm sure he appreciate some help Greetings HHS --- David Megginson [EMAIL PROTECTED] schrieb: What are the issues with

Re: [Flightgear-devel] OSG vs. trees and buildings

2007-09-19 Thread Heiko Schulz
Hi, Sebastian Bechthold is working on that- he is working about a implemention of an object placer which automatic places buildings to right textures/ materials. If there is a town, so there are buildings depending of it is industrial or normal life or anything else Have a look into the

Re: [Flightgear-devel] OSG vs. trees and buildings

2007-09-19 Thread David Megginson
On 19/09/2007, Heiko Schulz [EMAIL PROTECTED] wrote: Sebastian Bechthold is working on that- he is working about a implemention of an object placer which automatic places buildings to right textures/ materials. If there is a town, so there are buildings depending of it is industrial or

Re: [Flightgear-devel] OSG vs. trees and buildings

2007-09-19 Thread Heiko Schulz
A very new one - the big effort to the old plib one is, that the new code creates the characteristics of towns and landscapes: american towns will have a other structure like european ones, big towns other than small towns - that's the big effort he works on. --- David Megginson [EMAIL PROTECTED]

[Flightgear-devel] OSG vs. trees and buildings

2007-09-19 Thread David Megginson
What are the issues with OSG around dynamic scenery (trees, non-static randomly-placed buildings, 3D clouds, etc.)? Is it just a matter of spending a few hours coding, or is there something in the OSG APIs that makes dynamically-generated scenery difficult? All the best, David

Re: [Flightgear-devel] OSG vs. trees and buildings

2007-09-19 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 David Megginson wrote: What are the issues with OSG around dynamic scenery (trees, non-static randomly-placed buildings, 3D clouds, etc.)? Is it just a matter of spending a few hours coding, or is there something in the OSG APIs that makes