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 sh

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 -

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. -- Unix _IS_ user friendly - it's just selective about who its friends are ! --

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 -

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

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

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 hardwa

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

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 "wo

[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 far