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 !
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
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
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
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
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
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;-)
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
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
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
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