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.
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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

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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 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

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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

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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 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.
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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 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

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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;-)
 
 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.
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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 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

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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 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.
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[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 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 :)

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