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!


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.
Flightgear-devel mailing list

Reply via email to