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<material>
<name>Woodland-Sparse</name>
<effect>Effects/agriculture</effect>
<texture-set>
<texture>Terrain/grass_dry2a.png</texture>
<texture n="16">Terrain/grass_dry3.png</texture>
</texture-set>
<parameters>
<overlay_fraction>0.5</overlay_fraction>
<overlay_scale>50.0</overlay_scale>
<distortion_factor>0.3</distortion_factor>
<rotation_flag>1</rotation_flag>
<rotation_scale>100.0</rotation_scale>
<uv_xoffset>0.0</uv_xoffset>
<uv_yoffset>0.0</uv_yoffset>
</parameters>
<xsize>100</xsize>
<ysize>100</ysize>
<light-coverage>0</light-coverage>
<wood-coverage>30000.0</wood-coverage>
<tree-texture>Trees/subtropical-au.png</tree-texture>
<tree-varieties>5</tree-varieties>
<tree-height-m>25.0</tree-height-m>
<tree-width-m>15.0</tree-width-m>
<rolling-friction>1</rolling-friction>
<bumpiness>1</bumpiness>
</material>
The result I get is simply the base texture tiled across the terrain. There is a screen capture at <https://www.dropbox.com/s/xhdesu91s50fpw7/Screen%20Shot%202017-06-08%20at%207.10.31%20PM.png?dl=0> is you wish to see the output.
The machine I am using is a Macbook Air, with Intel HD Graphics 5000 (which Apple says is capable of running OpenGL 4.1). I had shader quality turned up to 5. I am running FG 2017.2.1.
My first question is: have I got the <texture-set> and <parameters> right in the materials file? I followed the Procedural Texturing article on the wiki, and looked at some other examples, and I think the materials file is right.
My next question is this: I know that some hardware has trouble with some shaders. If my computer was unable to run the agriculture shader, what would I see? No texture at all? Corrupted texture? Correct texture but low frame rate?
This is really about debugging materials file changes. I am trying to distinguish between materials file errors, and materials definitions that my computer cannot execute.
Thanks
Andrew