On Sun, Dec 4, 2011 at 10:14 PM, Stuart Buchanan wrote: > I've already managed to use a second texture to mask where trees are > placed. The following screenshot shows a golf course where I've used > a mask so that the random trees are only placed in the rough. > > http://www.nanjika.co.uk/flightgear/golf.jpg
As an update on this, I've now written some code to apply the same technique to the random objects and rotations, so the green channel determines the random vegetation density, the blue channel determines random object (i.e. building) density, and the red channel indicates the rotation. Using the DDS textures, the effects can be quite convincing: http://www.nanjika.co.uk/flightgear/object_mask.jpg Note that these are all "random" objects - none of the buildings or trees were placed manually. The rotations aren't perfectly aligned with the textures, but it's fairly close. Vivian - are you anticipating the materials-dds.xml file replacing materials.xml at some point? Any plans for further DDS texture work? Creating the masks is a bit of work, and not something one would want to do if the textures are likely to change. -Stuart ------------------------------------------------------------------------------ Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel