Cullum,
much like yourself I am building higher res scenery.

Long story short, I changed the timeout to build tiles and found that my
scenery blew up just as yours did (http://globelock.menu.nu/fgfs.png)

have you made any progress?
Jason



On Tue, 2009-11-10 at 04:00 -0800, cullam Bruce-Lockhart wrote:
> Sorry I didn't get back to everyone on their input sooner, I was out of town 
> for most of the last week. 
> 
> The work I'm doing is with UAVs; specifically I'm trying to give a human on 
> the ground the ability to take control of a UAV. So I'm using Flightgear as 
> the Visual Rendering Platform. It takes it's flightmodel and position from 
> the live telemetry feed coming down from the plane. It shows the human pilot 
> a fairly accurate picture of what would be seen if they were looking out the 
> cockpit window, and allows them to control the plane directly. We've done the 
> setup for this, and had no trouble, but I haven't actually tried letting a 
> human take control yet. Up until now, it's been impossible, as the scenery we 
> had was very inaccurate. With the stuff I'm building now, it might be doable. 
> 
> > The problem (most likely) is that the structure size of the index is a
> > 16 bit signed word.  This means once you exceed 32767 texture
> > coordinates, the mapping will go all goofy on you.
> >
> > I had a local mod here that switched to using "unsigned" indices which
> > doubles your capacity, but in high res scenery, even this is easy to
> > exceed.  I think this also required a change on the FlightGear side (but
> > it was backwards compatible.)
> ...
> 
> Any idea where I might go in the program to make such changes? While doubling 
> the size wouldn't fix the problem, it would at least raise the limits 
> somewhat. Given the amount of time I have left to work on this project, I 
> doubt I'm going to get a chance to make massive changes to the way Terragear 
> and Flightgear handles scenery. So some of the other, more permanent 
> suggestions might not be feasible for me. 
> 
> Certainly for the work I'm doing, changing the chunk size could work, 
> although I doubt I'd be able to implement it quickly enough to have it 
> working before my timeline runs out. But the piece of land I'm doing is an 
> island, so any inconsistencies between it and the rest of the world will be 
> in the ocean. 
> 
> And I understand that not everyone will be able to run super hi-rez scenery. 
> But like I said, I'm working on this for a particular research goal with 
> UAVs. But I figure there might be people out there interested in having 
> access to the final product for their own flying pleasure. I don't expect it 
> would become part of the official scenery. 
> 
> And with that, I'm off to work on getting terragear to automatically assign 
> all "steep" triangles a cliff texture. It's something that my scenery 
> desperately needs. I'm not sure if that's a feature that other people might 
> benefit from in their own builds. If it is, let me know. Hopefully I'll get 
> it working... 
> -cullam
> 
> 
> 
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