Re: [Flightgear-devel] trees

2013-06-18 Thread Stuart Buchanan
On Tue, Jun 18, 2013 at 8:22 PM, Vivian Meazza wrote: > Syd, > We fixed that bug a while back, I hope J. Could you rebuild with the latest > FG/SG and try again with the latest FGDATA? I really hope that fixes it! Me too! Syd - if it doesn't fix it, can you let me know the following: 1) Are you

Re: [Flightgear-devel] trees

2013-06-18 Thread Vivian Meazza
: [Flightgear-devel] trees No one else has mentioned this so maybe its time for a make clean , but this is what Im seeing after the recent tree updates : http://imagebin.org/261806 -- This SF.net email is sponsored by

[Flightgear-devel] trees

2013-06-18 Thread syd adams
No one else has mentioned this so maybe its time for a make clean , but this is what Im seeing after the recent tree updates : http://imagebin.org/261806 -- This SF.net email is sponsored by Windows: Build for Windows Sto

Re: [Flightgear-devel] Trees have gone

2011-05-05 Thread HB-GRAL
I checked for changes in materials.xml and related. But I can’t find any relevant new or changed code, unless my own changes from last summer ... I didn’t check for textures/terrain/shader use for a long time, maybe there are some issues introduced by myself (?) weeks or months ago? Doesn’t mat

[Flightgear-devel] Trees have gone

2011-05-05 Thread HB-GRAL
Hi all I noticed with git from today that there are no trees at all on some forest types. You can see it around KSFO, where you see forest "base" textures with and without trees. Looks like some forest types have trees, others don’t. Are there some changes in materials.xml ? (sorry if this is

Re: [Flightgear-devel] Trees rendered too large?

2010-02-16 Thread Stuart Buchanan
Curtis Olson wrote: >On Sat, Feb 13, 2010 at 2:55 AM, Gijs de Rooy wrote: Hi Rob, >> >> >> >>> I was trying to get a good screenshot which demonstrates this, but I can't >>> find the right >>> arrangement of objects to prove my point at the moment. >> >>If you take the UFO, you can place any

Re: [Flightgear-devel] Trees rendered too large?

2010-02-16 Thread adams . syd
The tree heights are about right for the areas I fly in , although maybe just a bit too wide for pines ... -- SOLARIS 10 is the OS for Data Centers - provides features such as DTrace, Predictive Self Healing and Award Win

Re: [Flightgear-devel] Trees rendered too large?

2010-02-16 Thread syd adams
its all configurable in the material.xml file... 4000.0 Textures/Trees/mixed-summer.png 8 25.0 15.0 (this is a section for MixedForestCover) > > -- SOLARIS 10 is the OS for Data Centers - provides features such as

Re: [Flightgear-devel] Trees rendered too large?

2010-02-16 Thread Curtis Olson
On Sat, Feb 13, 2010 at 2:55 AM, Gijs de Rooy wrote: > Hi Rob, > > > > > I was trying to get a good screenshot which demonstrates this, but I > can't find the right > > arrangement of objects to prove my point at the moment. > > If you take the UFO, you can place any object at any place... ;) > >

Re: [Flightgear-devel] Trees rendered too large?

2010-02-13 Thread Gijs de Rooy
Hi Rob, > I was trying to get a good screenshot which demonstrates this, but I can't > find the right > arrangement of objects to prove my point at the moment. If you take the UFO, you can place any object at any place... ;) Cheers, Gijs

Re: [Flightgear-devel] Trees rendered too large?

2010-02-13 Thread James Sleeman
On 13/02/10 20:24, Rob Shearman, Jr. wrote: Am I the only one who feels like the trees in FlightGear are HUMONGOUS? In some aircraft and near some buildings I just feel like the trees are towering way over some of these larger objects that ordinary trees -- at least, not the ones in suburbia

[Flightgear-devel] Trees rendered too large?

2010-02-12 Thread Rob Shearman, Jr.
Hello developers... This one's been bothering me for a while, and I was trying to get a good screenshot which demonstrates this, but I can't find the right arrangement of objects to prove my point at the moment. But with 2.0.0 looming, here's a quickie to consider. Am I the only one who feels

Re: [Flightgear-devel] trees

2009-11-25 Thread Vivian Meazza
Syd Adams wrote > Hi Tim , just did another update . clouds still hide trees on the > horizon , but the trees themselves work like they did before ... > thanks > > On 11/24/09, syd adams wrote: > > I'll give it another try after work ... I should have mentioned that > > this was the git versi

Re: [Flightgear-devel] trees

2009-11-24 Thread syd adams
Hi Tim , just did another update . clouds still hide trees on the horizon , but the trees themselves work like they did before ... thanks On 11/24/09, syd adams wrote: > I'll give it another try after work ... I should have mentioned that > this was the git version I compiled (next branch), Im

Re: [Flightgear-devel] trees

2009-11-24 Thread syd adams
I'll give it another try after work ... I should have mentioned that this was the git version I compiled (next branch), Im having trouble getting myself to do "cvs up " lately , except for data :)... I have an NVidia Geforce 6200 , AMD Athlon 2800+ , not the best , but has done fairly well , I

Re: [Flightgear-devel] trees

2009-11-24 Thread Tim Moore
On 11/24/2009 10:23 AM, Tim Moore wrote: > On 11/24/2009 07:53 AM, syd adams wrote: >> I'll try again ... attached an image so the first email didnt go through . >> The trees are now thinner here , and knocking my framerate down by 10 >> fps with the same options I ran before . Trees are being hidd

Re: [Flightgear-devel] trees

2009-11-24 Thread Tim Moore
On 11/24/2009 07:53 AM, syd adams wrote: > I'll try again ... attached an image so the first email didnt go through . > The trees are now thinner here , and knocking my framerate down by 10 > fps with the same options I ran before . Trees are being hidden now by > the tree texture in front ... they

[Flightgear-devel] trees

2009-11-23 Thread syd adams
I'll try again ... attached an image so the first email didnt go through . The trees are now thinner here , and knocking my framerate down by 10 fps with the same options I ran before . Trees are being hidden now by the tree texture in front ... they come into view as you fly past and you can disti

Re: [Flightgear-devel] Trees

2008-04-14 Thread John Wojnaroski
Syd wrote: >Vivian Meazza wrote: > > >> >> >> >>>Behalf Of Syd >>>Sent: 14 April 2008 08:03 >>>To: FlightGear developers discussions >>>Subject: Re: [Flightgear-devel] Trees >>> >>> >>>John Wo

Re: [Flightgear-devel] Trees

2008-04-14 Thread Syd
Vivian Meazza wrote: > >> Behalf Of Syd >> Sent: 14 April 2008 08:03 >> To: FlightGear developers discussions >> Subject: Re: [Flightgear-devel] Trees >> >> >> John Wojnaroski wrote: >> >>> My apologies to all the &

Re: [Flightgear-devel] Trees

2008-04-14 Thread Vivian Meazza
> Behalf Of Syd > Sent: 14 April 2008 08:03 > To: FlightGear developers discussions > Subject: Re: [Flightgear-devel] Trees > > > John Wojnaroski wrote: > > My apologies to all the "tree-huggers" out there ;-) but > how does one > > disable

Re: [Flightgear-devel] Trees

2008-04-14 Thread Syd
John Wojnaroski wrote: > My apologies to all the "tree-huggers" out there ;-) but how does one > disable all the trees? > > Great for mountains and forests scenery tiles; however last month when I > was up at Ames don't recall all that lumber around the runway and know > that NASA will not care

[Flightgear-devel] Trees

2008-04-13 Thread John Wojnaroski
My apologies to all the "tree-huggers" out there ;-) but how does one disable all the trees? Great for mountains and forests scenery tiles; however last month when I was up at Ames don't recall all that lumber around the runway and know that NASA will not care for all the trees around KDFW whe

Re: [Flightgear-devel] trees

2008-02-27 Thread Nils Erik Svangård
Hi! I just notice a blog entry about a company that specializes in tree-simulation for games. As the blogger points out it would be cool to se trees bending when approaching with a helicopter. http://simflyer.blogspot.com/2008/02/holy-foliage-batman.html /nisse On 2/8/08, Stuart Buchanan <[EMAIL

Re: [Flightgear-devel] trees

2008-02-08 Thread Stuart Buchanan
--- Ron Jensen wrote: > I had to manually create a random-objects entry in preferences.xml to > get the trees to show up: This shouldn't be required, as /sim/rendering/random-vegetation defaults to true. Perhaps you you previously set /sim/rendering/random-vegetation to false? OTOH, we should i

Re: [Flightgear-devel] trees

2008-02-07 Thread Ron Jensen
On Fri, 2008-02-08 at 00:18 +0100, Tim Moore wrote: > | I've now integrated my second patch with the CVS code to create a new patch > | against CVS. This includes > | - a separate property (/sim/rendering/random-vegetation) to control whether > the > | trees are displayed or not (the default is tr

Re: [Flightgear-devel] trees

2008-02-07 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Stuart Buchanan wrote: | --- Tim Moore wrote: |> Hi Stuart, |> I've checked in your first patch with my cleanup. I haven't had a chance to |> play with |> the second patch; if you're up for it, you should integrate it with what's now |> in CVS; I |> d

Re: [Flightgear-devel] trees

2008-02-06 Thread Norman Vine
Stuart Buchanan writes: > > As people have noticed, currently the different tree textures > are merely colour > variations on the current shapes. It would be great if > someone who knows their > way around GIMP could spend a little time improving the tree > textures. I'm sure > this would impro

Re: [Flightgear-devel] trees

2008-02-06 Thread Diogo Kastrup
Em Qua, 2008-02-06 às 16:57 +0100, Frederic Bouvier escreveu: > Are you aware of this tool : http://dryad.stanford.edu/ Or this one: http://arbaro.sourceforge.net/ Diogo - This SF.net email is sponsored by: Microsoft Defy a

Re: [Flightgear-devel] trees

2008-02-06 Thread Frederic Bouvier
Quoting Stuart Buchanan : > As people have noticed, currently the different tree textures are > merely colour variations on the current shapes. It would be great > if someone who knows their way around GIMP could spend a little > time improving the tree textures. I'm sure this would improve the >

Re: [Flightgear-devel] trees

2008-02-06 Thread Stuart Buchanan
--- Tim Moore wrote: > Hi Stuart, > I've checked in your first patch with my cleanup. I haven't had a chance to > play with > the second patch; if you're up for it, you should integrate it with what's now > in CVS; I > don't think it will be too hard. Otherwise you can leave it for me, but that > w

Re: [Flightgear-devel] trees

2008-02-05 Thread Ralf Gerlich
Hi there! Today I finally had a chance to try your trees patch. All I can say: Holy s..., this is awesome! Thanks! Cheers, Ralf - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2

Re: [Flightgear-devel] trees

2008-02-03 Thread Detlef Faber
Am Sonntag, den 03.02.2008, 00:17 +0100 schrieb Tim Moore: > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > Stuart Buchanan wrote: > | --- Stuart Buchanan wrote: > |> --- Stuart Buchanan wrote: > |>> Hi All, > |>> > |>> Just a quick note to mention that I've now implemented random tree heigh

Re: [Flightgear-devel] trees

2008-02-02 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Stuart Buchanan wrote: | --- Stuart Buchanan wrote: |> --- Stuart Buchanan wrote: |>> Hi All, |>> |>> Just a quick note to mention that I've now implemented random tree height, |> and |>> multiple textures as suggested by Curt. Screenshot here: |>> |>

Re: [Flightgear-devel] trees

2008-01-30 Thread till busch
hi stuart, i have missed you on irc today. and i wanted to tell you that indeed the second patch is much better in terms of memory usage. it saves 80 megs of allocations compared to your first patch :-) and considering it looks even prettier than the first one... congratulations! -till On Mon

Re: [Flightgear-devel] trees

2008-01-29 Thread Nils Erik Svangård
Hi! It would be cool with a scalable fractal forest, where every tree differs or is copied (depending on hardware). And then you can hook up that system with free weaterservices like weatherunderground, and simulate treemovments based on local weather :D That could work for other weather in realtim

Re: [Flightgear-devel] trees

2008-01-28 Thread Ulrich Hertlein
Quoting Stuart Buchanan <[EMAIL PROTECTED]>: > Currently I create a 32x32 quadtree across the extent of the trees within the > tile. If there are trees at each corner of the tile, that effectively means >... > Alternative approaches and any comments would be gratefully received. As I understand it

Re: [Flightgear-devel] trees

2008-01-28 Thread Curtis Olson
On Jan 28, 2008 2:18 PM, Maik Justus wrote: > The "transparency--bug" appears only, where the alpha channel of the > texture is neither 0 nor 100%. Therefore I changed the alpha channel to > be only zero or 100%. But the problem is not solved. The texture is > scaled (mip mapping?), and therefore

Re: [Flightgear-devel] trees

2008-01-28 Thread Melchior FRANZ
* Maik Justus -- Monday 28 January 2008: > The texture is scaled (mip mapping?), and therefore the new alpha > value is interpolated between the original values resulting in > semi-transparent values. You could set the alpha threshold appropriately: $ man glAlphaFunc (or whatever the OSG equivale

Re: [Flightgear-devel] trees

2008-01-28 Thread Maik Justus
Hi Stuart, Stuart Buchanan schrieb am 28.01.2008 10:25: > > If you have a look in the data/Textures/Trees/ directory you will see that the > .rgb files are actually a strip of different trees, evenly distributed along > the > x-axis. You can change them in any way you want, as long as you ensure t

Re: [Flightgear-devel] trees

2008-01-28 Thread Frederic Bouvier
Quoting AJ MacLeod : > On Monday 28 January 2008 11:02:11 Stuart Buchanan wrote: > > > The current patch is a bit better for memory usage IIRC, but it is still > > quite hefty - a side-effect of generating all the trees at once for the > > tile. > > By all means we should be careful about needless

Re: [Flightgear-devel] trees

2008-01-28 Thread AJ MacLeod
On Monday 28 January 2008 11:02:11 Stuart Buchanan wrote: > The current patch is a bit better for memory usage IIRC, but it is still > quite hefty - a side-effect of generating all the trees at once for the > tile. By all means we should be careful about needless memory usage / wastage (and perh

Re: [Flightgear-devel] trees

2008-01-28 Thread Stuart Buchanan
--- till busch wrote: > hi > > since i'm already much into memory-stuff i'll add my 2 cents... > > On Sunday 27 January 2008, Curtis Olson wrote: > > ... > > Would it be possible to > > compute the locations of the trees when the tile is loaded (in the load > > thread) and always have these stru

Re: [Flightgear-devel] trees

2008-01-28 Thread Heiko Schulz
--- Stuart Buchanan <[EMAIL PROTECTED]> schrieb: > > In fact, it would be great if someone with some > artistic skill could work on the > textures. > > You can even vary the distribution of the different > tree types by including > similar textures multiple times. > > Sebastian Bechthold ha

Re: [Flightgear-devel] trees

2008-01-28 Thread Stuart Buchanan
--- Curtis Olson wrote: > In this case the trees aren't so much loaded ... there's only one small > texture that defines the trees (or group of randomized tree images.) What > does need to be done is that a set of random locations needs to be generated > across the surface of each tile ... and th

Re: [Flightgear-devel] trees

2008-01-28 Thread till busch
hi since i'm already much into memory-stuff i'll add my 2 cents... On Sunday 27 January 2008, Curtis Olson wrote: > ... > Would it be possible to > compute the locations of the trees when the tile is loaded (in the load > thread) and always have these structures available when needed? Now that w

Re: [Flightgear-devel] trees

2008-01-28 Thread Stuart Buchanan
--- Tim Moore wrote: > Curtis Olson wrote: > | Definitely ... we could vary them in shape and appearance, not just > | color. There is much that can be done. Already supported. The current patch allows different shapes and appearance. The reason that the trees currently just vary by colour is ent

Re: [Flightgear-devel] trees

2008-01-27 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Curtis Olson wrote: | On Jan 27, 2008 12:50 PM, Tim Moore <[EMAIL PROTECTED] | > wrote: | | You've got that right. The approach I'm taking in integrating | Stuart's work is to not | depth-sort the trees at all. Ins

Re: [Flightgear-devel] trees

2008-01-27 Thread Melchior FRANZ
* Melchior FRANZ -- Sunday 27 January 2008: > The problem at the moment is that [...] This isn't really the cause for the long startup time, though, as this is also the case when that variable is unset. And, of course, OSG doesn't search the whole harddisk. :-} But it could be something related.

Re: [Flightgear-devel] trees

2008-01-27 Thread Melchior FRANZ
* Curtis Olson -- Sunday 27 January 2008: > Would this speed things up: > > find / -name '*.ac' -exec osgconv {} /`basename {} .ac`.osg \; > > (i.e. create a model.osg in / for every model.ac on your hard drive?) Could be, but I wouldn't want that. This has the potential to break a lot. The prob

Re: [Flightgear-devel] trees

2008-01-27 Thread Curtis Olson
On Jan 27, 2008 2:00 PM, Melchior FRANZ wrote: > One can show the view immediately with > > --prop:sim/sceneryloaded-override=true > > but still, OSG takes a lot longer to finish loading scenery objects. > Maybe that's because it scans the whole harddisk for instances of > cow.osg ... ;-) Woul

Re: [Flightgear-devel] trees

2008-01-27 Thread Melchior FRANZ
* Curtis Olson -- Sunday 27 January 2008: > One of the reasons (I think) that OSG start up times are so long is that the > loading is getting interleaved with the FDM and everything else, but we > aren't actually showing the view until the loader has loaded enough data. One can show the view immed

Re: [Flightgear-devel] trees

2008-01-27 Thread Curtis Olson
On Jan 27, 2008 1:21 PM, Norman Vine wrote: > < note I haven't dug into the code either > > > The standard way of doing this is to time limit the loader > Thread. Eg loading trees only a few per frame as time allows. > perhaps into a temporary data object. > > The OSG LOD loader thread is an exam

Re: [Flightgear-devel] trees

2008-01-27 Thread Norman Vine
Curtis Olson writes: > > (I haven't dug much in the code for these trees, but ...) it > appears that the random locations are computed as areas come > into view (or come close enough to the viewer.) So each time > a new chunk of trees are added, I see a blip in the frame > rates. If there ar

Re: [Flightgear-devel] trees

2008-01-27 Thread Curtis Olson
On Jan 27, 2008 12:50 PM, Tim Moore <[EMAIL PROTECTED]> wrote: > You've got that right. The approach I'm taking in integrating Stuart's > work is to not > depth-sort the trees at all. Instead: > > crank the alpha test value up > draw the trees after the terrain so the sky doesn't appear to poke th

Re: [Flightgear-devel] trees

2008-01-27 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Curtis Olson wrote: | On Jan 27, 2008 8:00 AM, Maik Justus wrote: | | Yes, that did it. There is a problem with the draw ordering leading to a | transparency bug. It seems, that the trees are done by only two | triangles, intersecting each

Re: [Flightgear-devel] trees

2008-01-27 Thread Curtis Olson
On Jan 27, 2008 8:00 AM, Maik Justus wrote: > Yes, that did it. There is a problem with the draw ordering leading to a > transparency bug. It seems, that the trees are done by only two > triangles, intersecting each other. Due to the intersecting none of the > two possible orderings are correct. A

Re: [Flightgear-devel] trees

2008-01-27 Thread Maik Justus
Hi Stuart, Stuart Buchanan schrieb am 26.01.2008 22:18: > --- Stuart Buchanan wrote: > >> --- Stuart Buchanan wrote: >> >>> Hi All, >>> >>> Just a quick note to mention that I've now implemented random tree height, >>> >> and >> >>> multiple textures as suggested by Curt. Scre

Re: [Flightgear-devel] trees

2008-01-27 Thread Vivian Meazza
Stuart > Sent: 27 January 2008 10:42 > To: FlightGear developers discussions > Subject: Re: [Flightgear-devel] trees > > > --- Vivian Meazza wrote: > > The patch is broken here - there is some corruption in > simgear.patch > > which causes the file to ap

Re: [Flightgear-devel] trees

2008-01-27 Thread Stuart Buchanan
--- Vivian Meazza wrote: > The patch is broken here - there is some corruption in simgear.patch which > causes the file to appear empty when it is read by the patch utility, or by > Vi etc. Csaba provided me with a complete patched Simgear source (thanks) so > I was able to compile and run fg. The

Re: [Flightgear-devel] trees

2008-01-27 Thread Vivian Meazza
Stuart wrote > Sent: 26 January 2008 21:18 > To: FlightGear developers discussions > Subject: Re: [Flightgear-devel] trees > > > --- Stuart Buchanan wrote: > > > > --- Stuart Buchanan wrote: > > > Hi All, > > > > > > Just a quick

Re: [Flightgear-devel] trees

2008-01-26 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Frederic Bouvier wrote: | Stuart Buchanan a écrit : |> 2) I've been finding it impossible to work out how to pass in generic attributes |> into the shader. I've managed to bind an attribute to a location using |> program->addBindAttribLocation("textu

Re: [Flightgear-devel] trees

2008-01-26 Thread Arnt Karlsen
On Sat, 26 Jan 2008 07:30:09 -0600, Jon wrote in message <[EMAIL PROTECTED]>: > > Hi All, > > > > Just a quick note to mention that I've now implemented random tree > > height, and > > multiple textures as suggested by Curt. Screenshot here: > > > > http://www.nanjika.co.uk/flightgear/forest2.j

Re: [Flightgear-devel] trees

2008-01-26 Thread Stuart Buchanan
--- Stuart Buchanan wrote: > > --- Stuart Buchanan wrote: > > Hi All, > > > > Just a quick note to mention that I've now implemented random tree height, > and > > multiple textures as suggested by Curt. Screenshot here: > > > > http://www.nanjika.co.uk/flightgear/forest2.jpg > > > > Still some

Re: [Flightgear-devel] trees

2008-01-26 Thread Nicolas
For everybody, to apply the 2nd Stuart's patch ; don't forget adding the TreeBin.cxx and TreeBin.hxx in the file : simgear/scene/tgdb/Makefile.am The patch : Index: Makefile.am === RCS file: /var/cvs/SimGear-0.3/source/simgear/scene/t

Re: [Flightgear-devel] trees

2008-01-26 Thread Maik Justus
Hi Fred, Hi Stuart, Frederic Bouvier schrieb am 26.01.2008 19:22: > Stuart, > > Stuart Buchanan a écrit : > >> --- Stuart Buchanan wrote: >> >> >>> Hi All, >>> >>> Just a quick note to mention that I've now implemented random tree height, >>> and >>> multiple textures as suggested by C

Re: [Flightgear-devel] trees

2008-01-26 Thread Frederic Bouvier
Stuart, Stuart Buchanan a écrit : > --- Stuart Buchanan wrote: > >> Hi All, >> >> Just a quick note to mention that I've now implemented random tree height, >> and >> multiple textures as suggested by Curt. Screenshot here: >> >> http://www.nanjika.co.uk/flightgear/forest2.jpg >> >> Still some

Re: [Flightgear-devel] trees

2008-01-26 Thread Timothy Moore
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Frederic Bouvier wrote: | Stuart Buchanan a écrit : |> 2) I've been finding it impossible to work out how to pass in generic attributes |> into the shader. I've managed to bind an attribute to a location using |> program->addBindAttribLocation("textu

Re: [Flightgear-devel] trees

2008-01-26 Thread Stuart Buchanan
--- Stuart Buchanan wrote: > Hi All, > > Just a quick note to mention that I've now implemented random tree height, and > multiple textures as suggested by Curt. Screenshot here: > > http://www.nanjika.co.uk/flightgear/forest2.jpg > > Still some work to be done, but it is looking more realistic

Re: [Flightgear-devel] trees

2008-01-26 Thread Frederic Bouvier
Stuart Buchanan a écrit : > Hi All, > > Just a quick note to mention that I've now implemented random tree height, and > multiple textures as suggested by Curt. Screenshot here: > > http://www.nanjika.co.uk/flightgear/forest2.jpg > > Still some work to be done, but it is looking more realistic. >

Re: [Flightgear-devel] trees

2008-01-26 Thread Jon S. Berndt
> Hi All, > > Just a quick note to mention that I've now implemented random tree > height, and > multiple textures as suggested by Curt. Screenshot here: > > http://www.nanjika.co.uk/flightgear/forest2.jpg > > Still some work to be done, but it is looking more realistic. That looks very impres

Re: [Flightgear-devel] trees

2008-01-26 Thread Stuart Buchanan
Hi All, Just a quick note to mention that I've now implemented random tree height, and multiple textures as suggested by Curt. Screenshot here: http://www.nanjika.co.uk/flightgear/forest2.jpg Still some work to be done, but it is looking more realistic. Tim - I've been cleaning up my code a bit

Re: [Flightgear-devel] trees

2008-01-23 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Stuart Buchanan wrote: | --- Curtis Olson wrote: |> Hi Guys, |> |> Again, I love and very much appreciate your efforts on the trees. They are |> really awsome. | | Low level flying through the hills has become much more fun... | |> On the subject of d