Re: [Flightgear-devel] Random object/vegetation terrain masking

2012-02-09 Thread Martin Spott
Stuart Buchanan wrote: The format of materials.xml should be even easier to understand, as I've just committed a new fgdata/Docs/README.materials. Many thanks, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are !

Re: [Flightgear-devel] Random object/vegetation terrain masking

2012-02-09 Thread HB-GRAL
Am 06.02.12 00:23, schrieb Stuart Buchanan: * This isn't compatible with the crop shader. I don't know if that is solvable or not. Hi Stuart You write here it does not work with the crop shader, but does it work with the forest shader? Cheers, Yves

Re: [Flightgear-devel] Random object/vegetation terrain masking

2012-02-09 Thread Stuart Buchanan
On Thu, Feb 9, 2012 at 5:04 PM, HB-GRAL wrote: Am 06.02.12 00:23, schrieb Stuart Buchanan: * This isn't compatible with the crop shader.  I don't know if that is solvable or not. Hi Stuart You write here it does not work with the crop shader, but does it work with the forest shader? I

Re: [Flightgear-devel] Random object/vegetation terrain masking

2012-02-08 Thread Stuart Buchanan
On Tue, Feb 7, 2012 at 9:13 PM, Stuart Buchanan wrote: These have now been retired, so the format of materials.xml should now be easier to understand. The format of materials.xml should be even easier to understand, as I've just committed a new fgdata/Docs/README.materials. -Stuart

Re: [Flightgear-devel] Random object/vegetation terrain masking

2012-02-07 Thread Martin Spott
Stuart Buchanan wrote: I've just committed to simgear/next and fgdata/master code to allow the placement and rotation of random objects and vegetation to be masked based on a bitmap. That's a nice approach ! From my perspective the meaning of the different properties tree-density and

Re: [Flightgear-devel] Random object/vegetation terrain masking

2012-02-07 Thread Stuart Buchanan
On Tue, Feb 7, 2012 at 4:15 PM, Martin Spott wrote: Stuart Buchanan wrote: I've just committed to simgear/next and fgdata/master code to allow the placement and rotation of random objects and vegetation to be masked based on a bitmap. That's a nice approach ! From my perspective the

Re: [Flightgear-devel] Random object/vegetation terrain masking

2012-02-07 Thread Martin Spott
Stuart Buchanan wrote: On Tue, Feb 7, 2012 at 4:15 PM, Martin Spott wrote: From my perspective the meaning of the different properties tree-density and wood-coverage gets a little bit confusing, but I'd probably leave fiddling with the new values to those with more powerful hardware =A0;-)

Re: [Flightgear-devel] Random object/vegetation terrain masking

2012-02-07 Thread Stuart Buchanan
On Tue, Feb 7, 2012 at 5:04 PM, Martin Spott wrote: Stuart Buchanan wrote: On Tue, Feb 7, 2012 at 4:15 PM, Martin Spott wrote: From my perspective the meaning of the different properties tree-density and wood-coverage gets a little bit confusing, but I'd probably leave fiddling with the new

Re: [Flightgear-devel] Random object/vegetation terrain masking

2012-02-07 Thread Martin Spott
Stuart Buchanan wrote: On Tue, Feb 7, 2012 at 5:04 PM, Martin Spott wrote: They _are_ being used, anyhow, retiring the old values and transferring the respective meaning into their 'modern' counterparts whould facilitate understanding of what's going on for those who don't deal with this

[Flightgear-devel] Random object/vegetation terrain masking

2012-02-05 Thread Stuart Buchanan
Hi All, I've just committed to simgear/next and fgdata/master code to allow the placement and rotation of random objects and vegetation to be masked based on a bitmap. So we can now control the placement and rotation of random objects precisely to match the underlying terrain texture. So, for