On Tuesday, September 17, 2013 20:52:16 Curtis Olson wrote:
If someone decides to jump into this, another feature that would be cool
would be to stream the display out as a video stream which could then be
played by any number of video players on a remote computer (like mplayer.)
ffmpeg
On 17 Sep 2013, at 19:47, Rick Armstrong rick.armstr...@urbanrobotics.net
wrote:
Indeed, PNG would be ideal!
- if you have any interested in
doing this, I can point you at examples since the screenshot code was
converted to do the same thing recently -it's probably a couple of hours
Hi All,
This is to give a heads up on some changes that I'm planning for
Random Buildings for the V3.0 release, and to allow for
comments/suggestions/ideas.
In 2.12.0 the algorithm for the placement of random buildings is a
rather scattergun approach. materials.xml sets a building density
On Wed, Sep 18, 2013 at 4:45 PM, James Turner wrote:
It would really help memory use if we could defer tree/object/building
generation until the tile is close to the viewer. Right now you generate
lots of LOD nodes so we don't pay the rendering cost for distant tiles, but
we're still paying a
On Wednesday, September 18, 2013 21:06:48 Renk Thorsten wrote:
- a baseline texture set that is of adequate, but not high quality
(e.g. max 1024x1024 size for landcover, or something else agreed to be
good enough) to be included by default in the installers
(this would also
- a baseline texture set that is of adequate, but not high quality
(e.g. max 1024x1024 size for landcover, or something else agreed to be
good enough) to be included by default in the installers
(this would also be friendly to people on older hardware with limited
VRAM)
On 18 Sep 2013, at 17:05, Stuart Buchanan stuar...@gmail.com wrote:
I did take a look at the PagedLOD approach - Matthias' code made a great
template to work from.
Yes, that is exactly the model I would follow, and I am sure Mathias can be
asked for additional hints on the best way to
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