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 sh
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
-
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 !
--
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
-
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
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
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 hardwa
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
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 "wo
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 far
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