On Sat, May 26, 2012 at 7:18 AM, Mathias Fröhlich wrote:
Good morning,
On Friday, May 25, 2012 19:48:32 Stuart Buchanan wrote:
Thanks for taking a look.
I think that the SGBuildingBin destructor will be called when I call
the list clear()
method on the SGBuldingBinList (SGBuildingBin.cxx
Good morning,
On Friday, May 25, 2012 19:48:32 Stuart Buchanan wrote:
Thanks for taking a look.
I think that the SGBuildingBin destructor will be called when I call
the list clear()
method on the SGBuldingBinList (SGBuildingBin.cxx line 654). That in
turn calls clear()
I have no current
On Thu, May 24, 2012 at 7:07 AM, Mathias Fröhlich wrote:
I may be false since I really only spent *very* little time on that. But I
believe you never free the content of the building bin list. That means the
pointers stored in the list are gone, but the building bins - the pointees -
are still
On Wed, May 23, 2012 at 1:41 PM, Emilian Huminiuc wrote:
All this ignores the fact that Stuart was actualy using the live weather hence
we don't actualy know the visibility/ number of tiles loaded, that we don't
know which way he was facing, the fact that in reality just 1/6 of the surface
Hi,
On Wednesday, May 23, 2012 10:37:00 Stuart Buchanan wrote:
So
- Does anyone have any bright ideas on what I can do to reduce the
base memory occupancy? One option might be to not generate the
basement if the terrain is level.
- Could a fresh pair of eyes take a look at the obj.cxx,
Hi,
I don't have any clue of the opengl and simgear based stuff, so I looked only
at the struct Building and how to optimize that.
In the attachment you can find 3 structs representing the data.
The original is yours.
'small' is a very small optimization that doesn't require you to map floats to
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).
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
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
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
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, are these
Besides being totally off topic, you can't do that direct comparison.
First off, our default scenery lacks a lot of detail in the urban area
boundaries in
that area thus marking a far larger area as being urban - a far larger
area on which to generate buildings
That'd makes my point
On Wednesday 23 May 2012 14:16:02 Emilian Huminiuc wrote:
So, are these areas defined as Urban, or Suburban/Town in our global
scenery?
-Stuart
Just by looking at how the terrain is textured in FG, I can say they are
defined as Urban.
And the mapserver seems to agree with that
On Wednesday 23 May 2012 11:20:28 Renk Thorsten wrote:
We're not talking a regionalized building placement concept here... we're
doing an order of magnitude case study for our average US-themed city.
* Thorsten
No, I think you're extrapolating from a particularly bad case of mismatch
No, I think you're extrapolating from a particularly bad case of mismatch
between reality and simulation. I wasn't talking about regionalized
building
placement, I was talking about bad landclass representation in that
particular
area, representation from which come the figures you used
On Wednesday 23 May 2012 12:05:05 Renk Thorsten wrote:
No, I think you're extrapolating from a particularly bad case of mismatch
between reality and simulation. I wasn't talking about regionalized
building
placement, I was talking about bad landclass representation in that
particular
Would trimming down building variety help?
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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 the
In other words, object batching is imlemented and used. Good to know, thanks.
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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
Emilian Huminiuc wrote:
http://mapserver.flightgear.org/map/?lon=-118.18562lat=33.91857zoom=11layers=0B00TFFFTFFFTFFF
Just as a reminder the colour legend is here:
http://wiki.osgeo.org/wiki/LandcoverDB_CS_Detail
Cheers,
Martin.
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