> But ... there is no visible structure in textures folder yet for regional
> textures, is it ? Want a "zurich_kreis_6_neighbourhood_grass.png" as a
> 30mb .dds for my next merge request ? ;-)

I think that's because we don't know yet how a reasonable structure should look 
like. What I'm discovering is that textures have multiple uses. I call a 
texture shrub_hawaii.png because I first used it for Hawaii - but next I 
discover that it's also a very good representation of tropical shrub in South 
America. So do I rename it to shrub_hawaii_south_america.png? I think that has 
to be solved by waiting, seeing what is committed and what order structure 
makes sense and then be sorted into a useful pattern. If you come up with a 
scheme now, unless you're very good in predicting the future it will likely not 
be useful.

For the same reason, it doesn't make sense to associate the textures with a 
particular scenery in the scenery folders - right now, think of it as a growing 
pool of possibilities. With a few variants of landclasses in the repository, 
there'll be no need to commit yet more and more.

I also think you're again exaggerating the problem. The Hawaii test case has 
shown to me that it's just marginally feasible to do this at a resolution scale 
of single islands, so I'm expecting that really we do this by vegetation zones 
rather than by city (I just wanted to see how it works focusing on a small test 
case, now I know the answer).


> I miss some ideas and proposals from core developers here where this
> should go. Materials have a structure now, but textures and aircrafts
> still miss a "naming convention" and better structure (and some textures
> committed the last months just filled up the clonable repository, even
> they have been removed because this area is under heavy development).

Just to put this into perspective: 

/Textures.high/Terrain/

in my devel branch has 238 MB and that includes a lot of non-GPL texture 
material which I have there for giving me ideas where I want to go. That's the 
size of two highly detailed aircraft (P-51D: 101 MB, IAR-80: 121 MB, Vostok-1: 
166 MB) or 4-5 detailed ones (A320family:67MB, 767-300: 79MB, ...) As long as 
nobody starts restricting aircraft commits for size reasons, I don't buy any 
arguments that scenery texturing is a problem for simple reasons of fairness 
and equality. At the level of 'What if?' questions - what do we do if I put a 
merge request for my 2GB highly detailed monster aircraft next time? With some 
problems, we can start dealing once they actually arise...

I know that a GIT repository always grows because it saves the commit history - 
so what should the consequence be? Stop working with GIT when we have 
larger-sized stuff to commit? Advise aircraft makers to really only commit the 
very final version of textures and everything? That defeats the purpose of a 
development branch. If we have GIT to share stuff in development, you can't 
come talking we shouldn't do that because of repository size. That's not a 
scenery specific problem but needs to be addressed by the GIT wizards - as long 
as I am told we're using GIT for development, I use it.

You seem to be expecting really a lot of scenery textures coming in. For 
comparison: Number of parties I have ever seen working on halfway complete 
scenery textures during my whole Flightgear experience: 6 Number of parties 
being able to come up with fully GPL compatible scenery textures: 3 Compared to 
aircraft development, that's not really a lot. I don't see why the mere problem 
that potentially 20 people could start on regional texturing next month 
requires us to fix guidelines now just in case, I think that's a pretty exotic 
assumption.

Cheers,

* Thorsten
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