Re: [Flightgear-devel] Random object/vegetation terrain masking
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 ! -- -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Random object/vegetation terrain masking
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 -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Random object/vegetation terrain masking
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 should have been more exact: The crop shader generates fields within the shader itself, so there is no simple texture file to base the mask on. Object masks still work, but the placement of the objects doesn't match field boundaries, as it does when the shader is disabled. This isn't an issue for the forest shader, as we don't actually use an object-mask for forests as the trees are evenly distributed. -Stuart -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Random object/vegetation terrain masking
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 -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Random object/vegetation terrain masking
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 wood-coverage gets a little bit confusing, but I'd probably leave fiddling with the new values to those with more powerful hardware ;-) Thanks, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Keep Your Developer Skills Current with LearnDevNow! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Random object/vegetation terrain masking
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 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 ;-) The tree-density and wood-coverage values are a legacy of my previous work to allow groups of trees to be clustered into woods. I'll check whether this is used any more in the current materials.xml and materials-dds.xml files, and retire them if not. I also have an outstanding task to improve the documentation of the materials files. I also forgot to mention that I've included a simple algorithm to ensure that objects are placed far enough apart that buildings won't sit on top of each other. Unfortunately it doesn't work for trees or placed static objects, but it does allow you to use much higher densitys of buildings. -Stuart -- Keep Your Developer Skills Current with LearnDevNow! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Random object/vegetation terrain masking
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;-) The tree-density and wood-coverage values are a legacy of my previous work to allow groups of trees to be clustered into woods. I'll check whether this is used any more in the current materials.xml and materials-dds.xml files, and retire them if not. 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 stuff on a daily basis ;-) Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Keep Your Developer Skills Current with LearnDevNow! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Random object/vegetation terrain masking
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 values to those with more powerful hardware =A0;-) The tree-density and wood-coverage values are a legacy of my previous work to allow groups of trees to be clustered into woods. I'll check whether this is used any more in the current materials.xml and materials-dds.xml files, and retire them if not. 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 stuff on a daily basis ;-) These have now been retired, so the format of materials.xml should now be easier to understand. -Stuart -- Keep Your Developer Skills Current with LearnDevNow! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Random object/vegetation terrain masking
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 stuff on a daily basis =A0;-) These have now been retired, so the format of materials.xml should now be easier to understand. Thanks, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Keep Your Developer Skills Current with LearnDevNow! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Random object/vegetation terrain masking
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 farmland, the farm buildings etc. will appear at the ends of roads rather than in the middle of fields*, and in urban areas random buildings will align with the streets** (which works well with the urban shader IMO). As an extra bonus, I've also added a property (/sim/rendering/vegetation-density) that controls the density of the random vegetation. So you can control how uninviting the forests are based on the abilities of your graphics card :) I've committed changes to materials.xml and materials-dds.xml to make use of this, but there's plenty of room for someone to spend time improving the masking if they wish. The masks are very easy to create: - the Red channel controls Rotation - the Blue channel controls Buildings - the Green channel controls vegetation. (You can also use values 255 on the B and G channel for probability placements) Comments welcome as always. -Stuart * This isn't compatible with the crop shader. I don't know if that is solvable or not. ** There's still a bit of work to be done on the urban masks, as some buildings are intruding onto the highways :) -- Try before you buy = See our experts in action! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel