tree_varieties = props->getIntValue("tree-varieties", 1);
const SGPropertyNode* treeTexNode = props->getChild("tree-texture");
+
if (treeTexNode) {
string treeTexPath = props->getStringValue("tree-texture");
- tree_texture = SGModelLib::findDataFile(treeTexPath, options);
+
+ if (! treeTexPath.empty()) {
+ SGPath treePath("Textures.high");
+ treePath.append(treeTexPath);
+ tree_texture = SGModelLib::findDataFile(treePath.str(), options);
+
+ if (tree_texture.empty()) {
+ treePath = SGPath("Textures");
+ treePath.append(treeTexPath);
+ tree_texture = SGModelLib::findDataFile(treePath.str(), options);
+ }
+ }
}
// surface values for use with ground reactions
SGVec2f texCoord = a*t0 + b*t1 + c*t2;
// Check this random point against the object mask
- // blue (for buildings) channel. Also check
- // that they are more than spacing metres away from
- // any other point.
+ // blue (for buildings) channel.
osg::Image* img = object_mask->getImage();
unsigned int x = (int) (img->s() * texCoord.x()) % img->s();
unsigned int y = (int) (img->t() * texCoord.y()) % img->t();