J. Holden wrote: > I don't know if we've gone final with everything yet, but if we haven't, > would > it be possible for somebody here to: > * double-check to see if the "mushroom" water-towers still exist under the > town > definition in materials.xml; and, if so, > * remove them. > > As we'll have a lot more areas defined as "town" in the upcoming scenery > build, > and there are far too many water towers per square > land-area-measurement-category) in FG as it is, and it looks tacky. After the > release, I'll try and look at improving the randomly generated scenery.
It's been a long time since I (re-)wrote the random object code for OSG, but my recollection is that we use the same random number seed when generating random model placements, to ensure that a building is in the same place on every computer. I suspect that part of the problem with the water-tower may be an artifact of the random number generator, though having one every 300,000 m^2 was also a bit much! However, I've never investigated sufficiently to determine if that is the case. -Stuart ------------------------------------------------------------------------------ The Planet: dedicated and managed hosting, cloud storage, colocation Stay online with enterprise data centers and the best network in the business Choose flexible plans and management services without long-term contracts Personal 24x7 support from experience hosting pros just a phone call away. http://p.sf.net/sfu/theplanet-com _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel