FlightGear 3.0 backlog: Difference between revisions

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download (well, terra-sync, really) the relevant files. If you don't use the  
download (well, terra-sync, really) the relevant files. If you don't use the  
feature, you don't download the files ever.</nowiki><ref>{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40754.html|title=<nowiki>[Flightgear-devel] Textures separation, cleanup</nowiki>|author=<nowiki>James Turner</nowiki>|date=<nowiki>Tue, 17 Sep 2013 15:12:46 -0700</nowiki>}}</ref>|<nowiki>James Turner</nowiki>}}
feature, you don't download the files ever.</nowiki><ref>{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40754.html|title=<nowiki>[Flightgear-devel] Textures separation, cleanup</nowiki>|author=<nowiki>James Turner</nowiki>|date=<nowiki>Tue, 17 Sep 2013 15:12:46 -0700</nowiki>}}</ref>|<nowiki>James Turner</nowiki>}}
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=== Random Buildings ===
{{cquote|<nowiki>in V3.0 I plan to change this. Instead of using a scatter-gun
approach to placement and a mask, random building location will be
read directly from the mask, defined by a single pixel.  The color
(actually blue value from 0-255) will define the size of building
(small medium, large), and the red channel the rotation.
So instead of a material designer blocking out a large area for random
buildings to be placed within, they will define the specific location
for each random building.
Creating masks is going to require quite a bit more work in the "new
world", but the end result should be better.</nowiki><ref>{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40758.html|title=<nowiki>[Flightgear-devel] Upcoming Random Buildings changes</nowiki>|author=<nowiki>Stuart Buchanan</nowiki>|date=<nowiki>Wed, 18 Sep 2013 08:40:47 -0700</nowiki>}}</ref>|<nowiki>Stuart Buchanan</nowiki>}}


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