[Flightgear-devel] Random Buildings

2012-04-18 Thread Stuart Buchanan
Hi All, A while back I initiated a discussion about improving our random buildings, and got lots of very useful feedback and suggestions. The first part of this (masking of random object and vegetation placement to match the underlying terrain texture) has been in git for some time. I have

Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-03 Thread Stuart Buchanan
On Thu, May 3, 2012 at 7:29 AM, Renk Thorsten wrote: Since the random buildings are now in the effect system, I've run a few tests with the lightfield shaders yesterday. The good news is: It works just fine. The bad news is: It eats performance like mad. For comparison: Without

Re: [Flightgear-devel] Random Buildings

2012-04-24 Thread Stuart Buchanan
The initial commit of the random buildings is now available in git. To enable this, you'll need to set /sim/rendiner/random-buildings=true. This is available through the Rendering Options dialog, and requires the scenery tile to be reloaded to take effect (via the Reload Scenery button

Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-03 Thread Renk Thorsten
Since the random buildings are now in the effect system, I've run a few tests with the lightfield shaders yesterday. The good news is: It works just fine. The bad news is: It eats performance like mad. For comparison: Without lightfield shading, I had a test case involving a large urban area

[Flightgear-devel] Upcoming Random Buildings changes

2013-09-18 Thread Stuart Buchanan
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

Re: [Flightgear-devel] Random Buildings

2012-04-24 Thread flightgear
On Tue, Apr 24, 2012 at 10:09 PM, Stuart Buchanan wrote: The initial commit of the random buildings is now available in git. One thing I forgot to mention: you need to be running with data/materials/default/materials.xml or data/materials/dds/materials.xml. The data/materials[-dds],xml

Re: [Flightgear-devel] Random Buildings

2012-04-19 Thread Stuart Buchanan
On Thu, Apr 19, 2012 at 4:39 PM, rickbritto wrote: hello friends, Is possible to separate the random loading by types of buildings? Yes. The materials.xml file allows you to define different parameters for different landlclasses (e.g. Urban, Suburban, Commercial), and as mentioned above I'm

[Flightgear-devel] Random buildings improvements - phase 2

2012-05-01 Thread Stuart Buchanan
Hi All, I've just committed a change that adds emissive lighting to the random buildings: http://www.nanjika.co.uk/flightgear/buildings-evening.jpg At present, this only works with rembrandt and the skydome switched off. You'll need generic shaders switched on. -Stuart

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Stuart Buchanan
On Wed, May 23, 2012 at 2:38 PM, Björn Kesten wrote: Would trimming down building variety help? Unfortunately not. Individual buildings aren't instantiations of a small number of objects, as the random vegetation is. Instead, a huge group of buildings are a single OSG object, which limits

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-10-11 Thread Stuart Buchanan
On Wed, Sep 18, 2013 at 4:16 PM, Stuart Buchanan wrote: 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. I've now got the new system broadly working on a private build: http://www.nanjika.co.uk

Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread Stuart Buchanan
On Wed, Apr 18, 2012 at 10:30 AM, James Turner wrote: Could you make the density controllable? If the hit is really 'almost zero', I think about double the density in your screenshot would look even better. Yes, the density is controllable in the same way as the random vegetation density (i.e

Re: [Flightgear-devel] Random Buildings

2012-04-19 Thread rickbritto
hello friends, Is possible to separate the random loading by types of buildings? as residential areas with houses,urban areas with Great Buildings,Commercial areas with buildings commercial stores. I separated some models I made in blocks, as shown below, and we could implement them

Re: [Flightgear-devel] Random Buildings

2012-04-23 Thread Stuart Buchanan
roads coming originally from road line shapefiles). Will it be possible not to cover/overlap roads with random buildings, or is this planned anyway and I missed this point? Yes - this is part of the plan. I now have a solution for this, and also avoiding overlaps between buildings and the existing

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Emilian Huminiuc
On Wednesday 23 May 2012 10:23:12 Renk Thorsten wrote: Using the default random building density, the tiles that are loaded initially when sitting on the runway generates ~ 340k random buildings. We might be generating too many buildings then? The greater Los Angeles area has between

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Stuart Buchanan
On Wed, Apr 25, 2012 at 1:57 PM, James Turner wrote: Emilian suggested I check random vegetation (which generates many more quads), at LOWI with vegetation off/onthe difference is from 50 fps down to 30ish, and quad count goes from 100k to 200k - but nothing like what happens for buildings

[Flightgear-devel] Memory leak fixes for random vegetation and buildings

2012-07-04 Thread Stuart Buchanan
Hi All, I've just pushed two fixes for possible memory leaks in random vegetation and buildings. One was noticed by valgrind, the other is speculative, to make use of osg::ref_ptrs where possible. At the same time, I've changed the random vegetation so that the normals are bound per-vertex

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Stuart Buchanan
On Wed, May 23, 2012 at 11:54 AM, Emilian Huminiuc wrote: Besides being totally off topic, you can't do that direct comparison. I don't think it's off-topic. The parameters I've used for generating random buildings are somewhat a guess based on the densly populated regions of the UK First

Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread Renk Thorsten
However, one of the issues I'm hitting right now is that I have to avoid overlapping buildings by binning buildings that are too close to other buildings. As density increases you get more overlapping, and spend more time binning points, so scenery loading starts taking longer. Create

Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-02 Thread Jon Stockill
On Wed, 2 May 2012 07:17:45 -0700 (PDT), Gene Buckle wrote: On Tue, 1 May 2012, Stuart Buchanan wrote: Hi All, I've just committed a change that adds emissive lighting to the random buildings: http://www.nanjika.co.uk/flightgear/buildings-evening.jpg That looks fantastic Stuart

Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-12 Thread Stuart Buchanan
On Thu, May 3, 2012 at 7:29 AM, Renk Thorsten wrote: Since the random buildings are now in the effect system, I've run a few tests with the lightfield shaders yesterday. The good news is: It works just fine. With some help from Emilian, we've changed the buildings to make use of the mode

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-10-11 Thread Stuart Buchanan
to the previous implementation from (IIRC 2.8.0) where the buildings were collected into massive objects as it provides collision detection and more variety. On Fri, Oct 11, 2013 at 1:54 PM, geneb wrote: Is it possble to place buildings manually and have the random buildings fill around them without

Re: [Flightgear-devel] osm2city.py

2013-05-13 Thread Stuart Buchanan
this into a procedural city generator which would take a street network and then reasonably places (random) buildings. The ultimate goal is (obviously) to improve FG's representation of cities. It's at a rather early stage, and for the moment I prefer python for quick prototyping. BUT, I know

[Flightgear-devel] Improving random trees buildings

2011-11-30 Thread Stuart Buchanan
Hi All, Having seen some recent screenshots from X-Plane 10, I've been thinking about ways to improve our random scenery, in particular buildings. At present, we have random building scattered over the scenery, based on .ac models, plus the Urban shader. The former are limited

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-25 Thread Stuart Buchanan
loaded at startup is dense urban area, while the rest is residential, and wide spaced commercial/business area, etc. I've just committed a change that adds a debug level log to output the total number of random buildings that have been created. You can switch the log on and grep it on Linux

[Flightgear-devel] Enabled random buildings in preferences.xml

2012-06-09 Thread Stuart Buchanan
Hi All, I'd like to propose having random buildings enabled in preferences.xml, so they are switched on by default. I think they improve the realism of our Urban, Suburban and Town sceneries significantly. I ran a poll on the forums to determine the fps impact of the random buildings (http

Re: [Flightgear-devel] Random Buildings

2012-04-24 Thread Stuart Buchanan
that the .stg information is not available at the point I'm creating the random buildings. -Stuart -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Renk Thorsten
Hm... I'm getting good performance, but the rendering of the random buildings do not seem to go via model-default.eff - they respond to the normal visibility, but not to the terrain haze layer, so they remain visible when I turn on heavy ground fog. Is there a conceptual problem, or can

Re: [Flightgear-devel] Improving random trees buildings

2011-12-01 Thread Vadym Kukhtin
2011/11/30 Stuart Buchanan stuar...@gmail.com: 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

Re: [Flightgear-devel] Discussion culture clashes

2013-02-23 Thread Emilian Huminiuc
On Saturday, February 23, 2013 09:36:23 Renk Thorsten wrote: It's a fact that the distances out to which we draw trees and buildings are considerably less than how far we potentially draw terrain (120 km max.) So these things are separated even now - we don't attempt to render random

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-19 Thread Renk Thorsten
), 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. Which would in fact not make them random buildings at all :-) May I propose to think about

[Flightgear-devel] Random object/vegetation terrain masking

2012-02-05 Thread Stuart Buchanan
, for farmland, the farm buildings etc. will appear at the ends of roads rather than in the middle of fields*, and in urban areas random buildings will align with the streets** (which works well with the urban shader IMO). As an extra bonus, I've also added a property (/sim/rendering/vegetation-density

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Renk Thorsten
actually stronger, no? if you overestimate the area, you overestimate population even worse :-) second, the generated random buildings are a mixed set of residential and comercial/office buildings, so the math is a bit off there. Is it indeed? (No, the math is of course not off

[Flightgear-devel] Enabled random buildings in preferences.xml

2012-06-09 Thread Heiko Schulz
that we enable the random buildings by default as well. Does anyone have any objections, or want to second the proposal? Your work does really look great, especially at areas like San Fran, LA and other big cities. It improves really much the graphics! Framerates are better than expected

Re: [Flightgear-devel] Random Buildings

2012-04-22 Thread HB-GRAL
Am 19.04.12 17:52, schrieb Stuart Buchanan: On Thu, Apr 19, 2012 at 4:39 PM, rickbritto wrote: hello friends, Is possible to separate the random loading by types of buildings? Yes. The materials.xml file allows you to define different parameters for different landlclasses (e.g. Urban

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-20 Thread James Turner
On 20 Sep 2013, at 11:04, Stuart Buchanan stuar...@gmail.com wrote: The original random buildings implementation (2.8.0) use basic OSG primitives, and so had collision detection and Rembrandt shadows for free. In 2.10.0 this was changed to a shader-based instance approach based on the tree

Re: [Flightgear-devel] Enabled random buildings in preferences.xml

2012-06-09 Thread Gijs de Rooy
I ran a poll on the forums to determine the fps impact of the random buildings Oops, forgot to vote. Will provide some of my test-results here then: Tested with the UFO, Rembrandt disabled, looking at downtown San Francisco (plenty of buildings in view). With KSFO being our default airport

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Stuart Buchanan
On Wed, Apr 25, 2012 at 1:35 PM, James Turner wrote: Observations        - where did all the quads come from? Is my card going to a slow path to submit quads? The Quads came from all the random buildings you've just created (or have I misunderstood?) Each building consists of 9-12 quads

Re: [Flightgear-devel] Memory issues

2012-08-09 Thread Stuart Buchanan
On Thu, Aug 9, 2012 at 10:06 AM, Renk Thorsten wrote: Both options, random buildings and a realistic view range, are in my view extremely cool as long as you know what you are doing with them, and I don't really want to abandon either. But I suspect their combination (combined with other

Re: [Flightgear-devel] Memory issues

2012-09-03 Thread Stuart Buchanan
with the c172p, waiting until the intial set of tiles is loaded with standard weather conditions (e.g. no excessive visibility). With random buildings switched off FG uses ~1GB memory. With v2.8.0 random buildings, it's 2GB. With instantiated buildings at present it is 1.5GB. At KLAX, it's down even

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Stuart Buchanan
/buildings are floating above the surface, then that's a bug in the random object/building code. The random buildings are specifically created with a basement extending 10m below the x-y plane so they can be placed on a slope without looking odd. Some of the random objects do not have

[Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Stuart Buchanan
Hi All, Emilian and Vivian have pointed out a problem with the random buildings - they gobble memory. I'd like to get some advice on whether there's any solution, and also to ask someone with more C++ knowledge than myself to take a look at the code and check I'm not doing something stupid

Re: [Flightgear-devel] Improving random trees buildings

2011-11-30 Thread Vivian Meazza
Stuart Hi All, Having seen some recent screenshots from X-Plane 10, I've been thinking about ways to improve our random scenery, in particular buildings. At present, we have random building scattered over the scenery, based on .ac models, plus the Urban shader. The former

Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-13 Thread Emilian Huminiuc
On Saturday 12 May 2012 21:49:46 Stuart Buchanan wrote: Unfortunately, it appears to no longer work when the lightfield shader is enabled - the buildings all lose their textures. I've had a look at the hierarchy of effects files, but can't see any obvious problem. Do you have any idea what

Re: [Flightgear-devel] Random Buildings

2012-04-24 Thread HB-GRAL
(not the streets on urban textures, I mean the real roads coming originally from road line shapefiles). Will it be possible not to cover/overlap roads with random buildings, or is this planned anyway and I missed this point? Yes - this is part of the plan. I now have a solution for this, and also

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Renk Thorsten
Using the default random building density, the tiles that are loaded initially when sitting on the runway generates ~ 340k random buildings. We might be generating too many buildings then? The greater Los Angeles area has between 13 and 16 million inhabitants (dependent on what you count

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Stuart Buchanan
On Wed, May 23, 2012 at 11:23 AM, Renk Thorsten wrote: Using the default random building density,  the tiles that are loaded initially when sitting on the runway generates ~ 340k random buildings. We might be generating too many buildings then? The greater Los Angeles area has between 13

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-10-11 Thread geneb
On Fri, 11 Oct 2013, Stuart Buchanan wrote: On Wed, Sep 18, 2013 at 4:16 PM, Stuart Buchanan wrote: 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. I've now got the new system broadly

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-20 Thread Stuart Buchanan
On Thu, Sep 19, 2013 at 3:07 PM, Renk Thorsten wrote: Which would in fact not make them random buildings at all :-) It'll make them less random, certainly :) However, while the placement and size class (small, medium, large) will now be determined by the texture, there will be still

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Vivian Meazza
-Original Message- From: Vivian Meazza [mailto:vivian.mea...@lineone.net] Sent: 25 April 2012 10:46 To: 'FlightGear developers discussions' Subject: Re: [Flightgear-devel] Random Buildings One random thought - I think the texture (data/Textures/buildings.png) may still have

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Emilian Huminiuc
On Wednesday 23 May 2012 12:10:16 Stuart Buchanan wrote: Actualy the Geater LA + Inland Empire area should use more somewhat small buildings, as the overwhelming majority of the residential buildings in that area are individual houses, all the way E to San Bernardino. So

Re: [Flightgear-devel] Enabled random buildings in preferences.xml

2012-06-09 Thread Gijs de Rooy
scenery for that, so I've everything disabled by default :-) Just did another test, and the outcome is rather interesting I think. This time with the 747-400: 0.00 : 45 1.00 : 35 2.00 : 30 Looks as if the buildings have a high impact, until the framerates come within a certain range (around 25

Re: [Flightgear-devel] Enabled random buildings in preferences.xml

2012-06-09 Thread Stuart Buchanan
and testing various things. That sounds very familiar :) Just did another test, and the outcome is rather interesting I think. This time with the 747-400: 0.00 : 45 1.00 : 35 2.00 : 30 Looks as if the buildings have a high impact, until the framerates come within a certain range (around 25-30

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Vivian Meazza
Stuart -Original Message- From: Buchanan [mailto:stuar...@gmail.com] Sent: 25 April 2012 10:20 To: FlightGear developers discussions Subject: Re: [Flightgear-devel] Random Buildings On Wed, Apr 25, 2012 at 10:06 AM, James Turner wrote: For me, the builds are extremely expensive

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Vivian Meazza
Stuart -Original Message- From: Stuart Buchanan [mailto:stuar...@gmail.com] Sent: 25 April 2012 10:20 To: FlightGear developers discussions Subject: Re: [Flightgear-devel] Random Buildings On Wed, Apr 25, 2012 at 10:06 AM, James Turner wrote: For me, the builds are extremely

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread James Turner
to a) make culling fast b) to provide a mixture of LOD so that buildings don't all appear in big blocks. That code is taken directly from the random vegetation, and I could look at reducing the size of the quad tree, at the expense of worse cull performance and/or less fade-in. (I must own up

Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-02 Thread Gene Buckle
On Tue, 1 May 2012, Stuart Buchanan wrote: Hi All, I've just committed a change that adds emissive lighting to the random buildings: http://www.nanjika.co.uk/flightgear/buildings-evening.jpg That looks fantastic Stuart! It'll be cool when you can fly over and catch someone playing Tetris

[Flightgear-devel] Generating ground textures on the fly?

2013-03-11 Thread Thomas Albrecht
I've been playing with populating my home airport's area with buildings derived from OSM floorplan data. I think having many buildings in the correct place greatly improves realism over the current random buildings/sparse static models, especially when you know the area. However, now

[Flightgear-devel] Memory issues

2012-08-09 Thread Renk Thorsten
should do. In fact, by chance the combination of options we offer is quite dangerous. * before the new edition of random buildings came out, I've played a lot with opening up visibility at high altitude. Even for a ground visibility of less than 8 km, you'd get 120 km at airliner cruise

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread James Turner
enable random buildings. This seems suspicious, since this a single state, texture and primitive set, right? I am testing over Berlin, so there's a lot of urban tiles, but even so, it's a very drastic change. James -- Live

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Stuart Buchanan
On Wed, Apr 25, 2012 at 10:33 AM, Renk Thorsten wrote: Hm... I'm getting good performance, but the rendering of the random buildings do not seem to go via model-default.eff - they respond to the normal visibility, but not to the terrain haze layer, so they remain visible when I turn

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread James Turner
On 25 Apr 2012, at 13:35, James Turner wrote: Other suggestions most welcome. Emilian suggested I check random vegetation (which generates many more quads), at LOWI with vegetation off/onthe difference is from 50 fps down to 30ish, and quad count goes from 100k to 200k - but nothing like

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Oliver Thurau
Emilian suggested I check random vegetation (which generates many more quads), at LOWI with vegetation off/onthe difference is from 50 fps down to 30ish, and quad count goes from 100k to 200k - but nothing like what happens for buildings with draw / GPU time. Interesting to note

Re: [Flightgear-devel] Enabled random buildings in preferences.xml

2012-06-11 Thread Oliver Thurau
That error is not exclusive for the random buildings (at least with the win 32bit fgfs). Just try to fly over detailed scenery long enough. With trees enabled the problem shows up sooner. And if you use a heavy airplane like the 787-8 from Omega95, fgfs will run out of memory on startup if you

Re: [Flightgear-devel] Memory issues

2012-08-09 Thread Stuart Buchanan
On Thu, Aug 9, 2012 at 10:46 AM, Stuart Buchanan wrote: On Thu, Aug 9, 2012 at 10:06 AM, Renk Thorsten wrote: Both options, random buildings and a realistic view range, are in my view extremely cool as long as you know what you are doing with them, and I don't really want to abandon either

Re: [Flightgear-devel] Traversal mask, was: Real-Time Radio Propagation

2012-12-14 Thread Stuart Buchanan
On Fri, Dec 14, 2012 at 12:28 PM, Adrian Musceac wrote: Oh one more thing, The random buildings and trees definetly receive shadows, but they don't cast it. Is that the way it should be? Asking because I'm about to push the modifications to my simgear clone. The trees were definitely both

Re: [Flightgear-devel] Weekly CVS Changelog Summary: SimGear

2008-01-13 Thread Robert Black
/simgear/scene/model/ModelRegistry.cxx Avoid spitting gazillion 'Cannot find image file ' message on the console while loading random objects 2f585eeea02e2c79d7b1d8c4963bae I assume that the random objects include buildings. Starting up at KSFO last night after updating my sources

Re: [Flightgear-devel] Improving random trees buildings

2011-12-26 Thread Stuart Buchanan
. Using the DDS textures, the effects can be quite convincing: http://www.nanjika.co.uk/flightgear/object_mask.jpg Note that these are all random objects - none of the buildings or trees were placed manually. The rotations aren't perfectly aligned with the textures, but it's fairly close. Vivian

Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread Björn Kesten
Wow, this is beyond awesome! And even better than the buggy shader! I'd take a look at the texture(s) used and see what I can do. B. -- Better than sec? Nothing is better than sec when it comes to monitoring Big Data

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Stuart Buchanan
quad tree down a couple of levels if you insist, but I'd be thinking no more than a 2 or 3. (And the same for random vegetation) In fact, could you make the quadtree depth a config option? With 0 as a permissible value? The relevant code for the random buildings is in scene/tgdb

Re: [Flightgear-devel] Random Buildings

2012-04-26 Thread Björn Kesten
Vivian: It surely isn't, but who cares, as long as it works. (It works very well in Enemy Engaged and still looks quite good, despite being from 1999 (original version).) B. -- Live Security Virtual Conference

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Björn Kesten
Would trimming down building variety help? -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Björn Kesten
In other words, object batching is imlemented and used. Good to know, thanks. -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Renk Thorsten
buildings nor the random vegetation in the screenshot are currently implemented in the scheme - that makes it a bit hard to see if there's something going wrong in the screenshot, random buildings and static buildings should have different lighting to dome degree. Do they respond to fog (ground haze

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Renk Thorsten
I was not referring to a frame rate issue, but FG running out of memory. http://www.flightgear.org/forums/viewtopic.php?f=5t=18913p=177392#p177392 It is rare to see that happening using the current scenery, but here if I select random buildings and objects with a high value for trees, I can

Re: [Flightgear-devel] Scenerymodels loading and Perfomance issues

2009-10-04 Thread Heiko Schulz
) With xml: Using c172P 3d-panel; disabled 3d-clouds, disabled Random objects, disabled shaders, Framerate-Throttle 30fps: 26L: 31 fps Same positions looking to the village: 31fps 26R: 31 fps Same positions looking to the village: 31fps 08R: 26-27fps Same positions looking to the village: 26-28fps

Re: [Flightgear-devel] Memory issues

2012-09-12 Thread Stuart Buchanan
the intial set of tiles is loaded with standard weather conditions (e.g. no excessive visibility). With random buildings switched off FG uses ~1GB memory. With v2.8.0 random buildings, it's 2GB. With instantiated buildings at present it is 1.5GB. At KLAX, it's down even further, from 2.7GB

Re: [Flightgear-devel] Shader menu structure

2012-06-19 Thread Renk Thorsten
are ignored - of other shader-generated stuff: 3d-clouds, Stuart's random buildings, random vegetation is unsupported * Thorsten -- Live Security Virtual Conference Exclusive live event will cover all the ways today's

Re: [Flightgear-devel] Random vegetation and Atmospheric light scattering (was Re: Shader menu structure)

2012-06-30 Thread Stuart Buchanan
On Sat, Jun 30, 2012 at 12:49 AM, Stuart Buchanan wrote: Hopefully I'll be able to do a similar fix for the random buildings before the release. This is now done as a first pass, with the proviso that the atmospheric scattering disables the emissive and reflective building characteristics

Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread Renk Thorsten
Before and after screenshots: Before - http://www.nanjika.co.uk/flightgear/buildings-old.jpg After - http://www.nanjika.co.uk/flightgear/buildings.jpg Wow, this looks pretty good! Why are there buildings on the street though - isn't that a different landclass? Does this have to an US-style

Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread Stuart Buchanan
On Wed, Apr 18, 2012 at 10:45 AM, Renk Thorsten wrote: Wow, this looks pretty good! Why are there buildings on the street though - isn't that a different landclass? That's a bug in the placement algorithm - the buildings shouldn't extend past the edges of the city landclass. I'm planning

Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread Mathias Fröhlich
Hi, On Wednesday, April 18, 2012 10:25:55 Stuart Buchanan wrote: For those interested, the technical background is as follows: - a Quadtree is used to ensure very fast culling of the buildings - based on the work that Tim Moore did for the forests. - a single 1024x1024 texture is used

Re: [Flightgear-devel] Discussion culture clashes

2013-02-23 Thread Renk Thorsten
draw trees and buildings are considerably less than how far we potentially draw terrain (120 km max.) So these things are separated even now - we don't attempt to render random buildings in 80 km distance even if we render terrain. Nobody proposed to render buildings to the visibility range

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-20 Thread Stuart Buchanan
for it automatically, but I have almost no knowledge about 3D objects. Might be worth checking it out. While a good LoD system helps with graphics load, it doesn't help with overall memory load (unless it's a PagedLOD), which was the problem with the buildings. We have fairly good LoD solutions

Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-04 Thread Renk Thorsten
this will reduce overdraw to zero - solving both the 'cockpit covers terrain' optimization, but also where random trees or buildings do. (Which is presumably where your 30% gain comes from) I guess there's only trees, random buildings, cockpit and clouds which can cover substantial parts of the scene

Re: [Flightgear-devel] Improving random trees buildings

2011-12-01 Thread Stuart Buchanan
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

Re: [Flightgear-devel] Real-Time Radio Propagation

2012-12-14 Thread Stuart Buchanan
which have a certain mask set (in our case, it's SG_NODEMASK_TERRAIN_BIT) Unfortunately, not only the terrain surface has this mask set, but also random objects, random trees, and 'random' buildings. They all share this mask, so an _get_elevation_ call will have to traverse through litterally

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Frederic Bouvier
Hi Stuart, De: Stuart Buchanan On Wed, May 23, 2012 at 2:38 PM, Björn Kesten wrote: Would trimming down building variety help? Unfortunately not. Individual buildings aren't instantiations of a small number of objects, as the random vegetation is. Instead, a huge group of buildings

Re: [Flightgear-devel] Traversal mask, was: Real-Time Radio Propagation

2012-12-14 Thread Adrian Musceac
since. The random buildings I'm less certain about. The 2.8.0 version certainly both cast and receive shadows. I'm not sure I've tested shadows since I changed them to an instantiation model post 2.8.0. Sorry I can't be more definitive. Ok, let me revert to next and test again. I don't

Re: [Flightgear-devel] OSG vs. trees and buildings

2007-09-19 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 David Megginson wrote: What are the issues with OSG around dynamic scenery (trees, non-static randomly-placed buildings, 3D clouds, etc.)? Is it just a matter of spending a few hours coding, or is there something in the OSG APIs that makes

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread James Turner
increases proportionally as the tiles (re-)load with buildings. It points to the actual geometry being the limiting factor, which is very odd. James -- Live Security Virtual Conference Exclusive live event will cover all

Re: [Flightgear-devel] Random Buildings improvements - phase 1

2012-04-30 Thread Renk Thorsten
I've just checked in a change so the buildings now use the Effects system properly, which includes a global cache of the textures. This might help. Nice - have to try this. Btw - could you take a look at the ambient value of the material declaration? I have the feeling it is very low, I'm

Re: [Flightgear-devel] Traversal mask, was: Real-Time Radio Propagation

2012-12-14 Thread Adrian Musceac
since. Ok, I've just tested this with current Git, and buildings except random models, as well as trees, don't cast shadows, but receive them. I do remember a time when buildings cast shadows too, I think. I'll try to research this further. Cheers, Adrian

[Flightgear-devel] osm2city.py

2013-05-12 Thread Thomas Albrecht
and then reasonably places (random) buildings. The ultimate goal is (obviously) to improve FG's representation of cities. It's at a rather early stage, and for the moment I prefer python for quick prototyping. BUT, I know quite some C/C++, and compile from latest GIT sources regularly

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-19 Thread Adrian Musceac
On Wednesday, September 18, 2013 19:05:22 Stuart Buchanan wrote: I did take a look at the PagedLOD approach - Matthias' code made a great template to work from. -Stuart Stuart, this is totally unrelated, but what would be the price to pay to have collision with generated buildings

Re: [Flightgear-devel] Random trees

2008-10-17 Thread Stuart Buchanan
Gérard wrote: Hello, Is it only me ? or is there a funny behaviour with the random objects ? I have found trees into the stadium :) http://pagesperso-orange.fr/GRTux/RandomTreesAndStadium.jpg No, it isn't just you :) The random objects, including trees, are placed randomly based

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
indicates the rotation. Using the DDS textures, the effects can be quite convincing: http://www.nanjika.co.uk/flightgear/object_mask.jpg Note that these are all random objects - none of the buildings or trees were placed manually. The rotations aren't perfectly aligned with the textures

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Stuart Buchanan
On Wed, Apr 25, 2012 at 10:06 AM, James Turner wrote: For me, the builds are extremely expensive - no idea why. The actual density doesn't make a huge different (1.0 vs 2.0, I will experiment more later). Eg my draw + GPU times go from 15msec to 100msec when I enable random buildings

[Flightgear-devel] Random Buildings improvements - phase 1

2012-04-28 Thread Stuart Buchanan
Hi All, I've made a couple of updates to the random buildings to address some of the feedback received so far. 1) As suggested by Thorsten R. I've changed the placement algorithm from random to a grid-like arrangement. This should allow faster scenery generation, as it allows me to reduce

Re: [Flightgear-devel] Object avoidance

2008-02-15 Thread Melchior FRANZ
submodels being microwave photons in that case) Hehe, yes. Except that ours don't come back. And I'm not sure if they collide with static/random buildings. They hardly do with trees. Hmm ... cows? m. - This SF.net email

Re: [Flightgear-devel] Improving random trees buildings

2011-12-05 Thread Robert
I think X-Plane is using texture splatting. Please read this blog post from Ben Supnik (X-Plane scenery developer) that I read a few years ago: http://www.x-plane.com/blog/2008/12/dealing-with-repetition/ It deals not exactly with the smooth transition problem, but this technique could be applied

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