Then fall and windy could be combined with particles (?) to simulate wind
blown leaves and dynamically painting the foliage part of the texture with
alpha to make leaves fall off on windy weather..? ;) Kinda special case and
maybe not worth the effort but might be quite awesome jaw-dropper on
Stuart
On Sun, Apr 14, 2013 at 10:41 PM, Stuart Buchanan wrote:
As it happens, I'm part way through a change that would allow varying
snow- and leaf- cover without having to load different textures, so
trees above the snowline could be snow covered while those below are
not. This will
On Sun, Apr 21, 2013 at 6:17 PM, Vivian Meazza wrote:
We seem to have slight misalignment in the tree texture:
https://dl.dropboxusercontent.com/u/57645542/fgfs-screen-004.png
Definitely looks like it. Could you provide some further details on
this please:
a) Where are you seeing this ?
b)
On Sun, Apr 14, 2013 at 10:41 PM, Stuart Buchanan wrote:
As it happens, I'm part way through a change that would allow varying
snow- and leaf- cover without having to load different textures, so
trees above the snowline could be snow covered while those below are
not. This will increase the
Thorsten suggested [1] separating foilage and trunk; is this what you
have in mind?
At the moment I'm simply using 4 separate complete textures ; one for
each combination of summer/winter and clear/snow-covered.
So I 'just' need straight pictures from summer and winter. Snow-covered
@Erik:
They are read from the ambient, diffuse and specular files in
fgdata/Lighting. For the default lighting scheme these do get altered,
but I think you already override that scheme completely.
Um... as they depend on the sun angle, these appear to be the light intensity
curves. I indeed
On a related note, the thread highlights that our tree textures are
rather small, so our trees look quite blocky.
Stuart,
I created new textures for tropical trees a while ago, and I intend to improve
central European tree textures in the near future. Thorsten suggested [1]
separating
Sorry for that HTML-crap. Here's the plain text again.
On a related note, the thread highlights that our tree textures are
rather small, so our trees look quite blocky.
Stuart,
I created new textures for tropical trees a while ago, and I intend to improve
central European tree textures in
On 15 Apr 2013, at 21:39, Thomas Albrecht wrote:
Sorry for that HTML-crap. Here's the plain text again.
No problem. I'm writing this from an iPhone and have no idea whether it's in
plain text or not!
Thorsten suggested [1] separating foilage and trunk; is this what you have
in mind?
At
Following a forum discussion
http://www.flightgear.org/forums/viewtopic.php?f=47t=19693
I've done some experiments with terrain self-shading based on changing the
balance between ambient and diffuse light.
The results look fairly compelling and the illusion (even without a real
shadow-map)
On 04/14/2013 10:40 AM, Renk Thorsten wrote:
One problem is that I don't know the default ambient and diffuse reflection
coefficients of terrain, so I have to experiment. If anyone knows these,
please let me know, then I could compute rather than experiment.
They are read from the ambient,
Hi Thorsten,
I presume the balance between ambient and diffuse should vary with the weather.
A clear sky gives harsh shadows and overcast sky with several layers of clouds
gives barely any shadows (dull day in photographer speak). Your results (which
are really pretty) are likely to be
On Sun, Apr 14, 2013 at 9:40 AM, Renk Thorsten wrote:
Downstream, to preserve the illusion of shadows, I've had to alter the tree
shader to purely ambient lighting based on sun angle above the horizon. But
that seems to be a good idea in general - not only is this cheapter to
compute, but
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