On Thu, Dec 1, 2011 at 8:07 AM, James Turner wrote: > - I don't think you need to worry about a cuboid per floor - only define > some (irregular) trapezoids for the floor plans, and simply extrude them to a > height - with suitable random generation of the heights.
I was thinking I'd need a cuboid per floor so I can use textures efficiently. I'm thinking of a texture file that contains a number of horizontal texture strips, each representing a floors-worth of walls for a different building. I think I need a cuboid per floor so they can repeat on the x-axis but use the same texture strip for each floor. Otherwise I need a separate texture file for each different building type, which I understand is particularly inefficient. > - partly due to my limited vertex shader knowledge, I was considering doing > this with simple meshes (and a single texture for a given region of > buildings) - if the geometry is truly fixed, it should sit in a VBO very > efficiently, and with no alpha blending or similar, I'd be surprised if the > geometry is the bottle-neck. (I was imagining a mesh per scenery tile, for > example) That's an interesting idea. I was planning something more complicated, with each building being considered separately purely because I could re-use a lot of the code/knowledge I already had from the trees. A single mesh per tile might be a bit much (I think there's a limit on the number of vertices per object?), but certainly a mesh per triangle should work and might in fact be simpler to implement. > - if you want to get really fancy, you could set building heights based on > the area of the land-cover polygon; small or suburban area = wider spacing, > lower heights, huge urban polygon = taller boxes, narrower spacing That's my intention. I'm anticipating defining sets of buildings with heights, widths, textures and spacings on a per-material basis, comparable to the existing random vegetation. On Thu, Dec 1, 2011 at 8:46 AM, Vadym Kukhtin wrote: >> At the same time, I'm anticipating aligning the buildings with the >> texture, and probably using a second texture as a mask to indicate >> where buildings may, or may not, be placed. > > Can you use low-bit gray (or index) mask, to indicate not only placed > or not, but also rotate angle? Then it will be possible to align > buildings along main streets. Excellent idea! -Stuart ------------------------------------------------------------------------------ All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-novd2d _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel