Re: [Flightgear-devel] realistic scenery

2005-04-23 Thread Paul Kahler
On Wed, 2005-04-20 at 08:16 -0700, Andy Ross wrote:
 Oliver C. wrote:
  How does X-Plane 8.1 solve that?
 
 It's not that terribly hard: store the texture mesh (2D, from the land
 use data) and polygon mesh (3D, from the elevation data) separately
 and do an intersection test when generating them (or even at load
 time).
 
 If the textures are allowed to overlap, you'll need to do multipass
 stuff or use a multitexture renderer, obviously.

Another (somewhat lossy) option is to just create new texture maps from
the originals. Take 2 scenery triangles (that share an edge) of roughly
the same size and create a square/rectangular texture to cover them with
whatever resolution you need. Then fill this texture by sampling the
originals. Not all your samples will come from the same texture in the
original, but when you're done, FG won't have the added complexity.

There are lots of ways to do the sampling, but simply grabbing the
nearest texel would be the simplest first attempt and will likely be
necessary for more complex methods. It's a little lossy but keeps the
complexity in the scenery generation rather than the renderer. If you've
got higher resolution imagery than you want in your textures, it starts
to become the perfect solution because the losses vanish as this ratio
increases.

-Paul



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Re: [Flightgear-devel] realistic scenery

2005-04-20 Thread Oliver C.
On Tuesday 19 April 2005 22:52, Paul Surgeon wrote:
 On Tuesday, 19 April 2005 08:21, eagle monart wrote:
  i tried to used fgsd  but terrains are made in triangles not in squares
  an it looks impossible to tile what you want . a

 It's impossible to tile textures properly in FG.
 FG uses an irregular triangle mesh and not square tiles like MSFS.
 Even if you managed to tile a texture across the mesh you would still end
 up with a mess around the edges of the texture where the triangles don't
 end on the edge of the textures.
 You would need to clip a texture into the mesh for it to work properly and
 in the process you end up with a grid or semi tile based system.   :)

How does X-Plane 8.1 solve that?
A nice textured scenery on an irregular grid:
http://www.global-scenery.org/

Best Regards,
 Oliver C.



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Re: [Flightgear-devel] realistic scenery

2005-04-20 Thread Erik Hofman
Oliver C. wrote:
How does X-Plane 8.1 solve that?
A nice textured scenery on an irregular grid:
http://www.global-scenery.org/
Probably by using multi-texturing.
Erik
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Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-20 Thread Arnt Karlsen
On Tue, 19 Apr 2005 21:32:52 -0500, Curtis wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen wrote:
 
 ..ok ;o), did your server do any of the build work, or just control
 the build and collect the built tiles?
 
 ..I have 3 AMD Duron sitting here, one 1.3 and 2 1.2's, all IDE, and
 clientele hardware, and my own junk, a noisy old 2x550 P3 with swap 
 on 5 9G SCSI's, plus some IDE space, and another pile of _old_ junk 
 the equivalent of a 1GHz box, to play with to do dry test runs, and
 that could help do the next scenery if I miss this 200 node
 opportunity, there will always be some boxes in those lease firm
 batches with bad memory or some cpu mod to have it stand out of the
 herd, so I play  with heterogenous clustering.  And thermochemical
 gasification. ;o)
   
 
 
 I realize you are trying to nail down exactly how much effort is 
 involved in crunching a world scenery build, but I'm not sure I can 
 answer with as much detail as you are hoping for.  

.. ;o)

 I know I didn't run a  build process on the server, it just handled
 nfs.  In the early days of  the project, I could run an entire build
 in a few hours on a 25 node 

..when or which version scenery, and node spec back then?  
And, which kinda cluster, Beowulf or Mosix?  Url to it?

 linux cluster, but I don't have access to that any more, at least not
 at  a level where I can abuse it.

..ok, you can still get to it to do as long as they find you and us
reasonable not wasting their time fiddling around.

..ops, your build numbers ate away my 2 hour margin:
[EMAIL PROTECTED]:~ $ qalc 2*8*24*1700/32
(1700 * 24 * 8 * 2) / 32 = 2.04
[EMAIL PROTECTED]:~ $ qalc 8*24*(2400+4500)/32
(24 * 8 * (4500 + 2400)) / 32 = 4.14
[EMAIL PROTECTED]:~ $ qalc 8*24*(2400+4400)/32
(24 * 8 * (4400 + 2400)) / 32 = 4.08
[EMAIL PROTECTED]:~ $ qalc 8*24*(2400+4200)/32
(24 * 8 * (4200 + 2400)) / 32 = 3.96
[EMAIL PROTECTED]:~ $ qalc 8*24*(2400+5600)/32
(24 * 8 * (5600 + 2400)) / 32 = 4.8
[EMAIL PROTECTED]:~ $ qalc 8*24*(2400+5800)/32
(24 * 8 * (5800 + 2400)) / 32 = 4.92

..we're talking 4 to 5 hours, depending on your AMD 2.something Ghz box.

 You might find you need to stop the build, fiddle around, restart it,
 do  various things along the way.  If you've got a couple boxes, setup
  terrager and and play with it, and I think you'll have a much better 
 idea of what's involved.  Then if you do get access to a large number
 of  machines, you'll be ready to go and won't have to waste time
 coming up  to speed.

..agreed, in my lab I can do a lot of fiddling.  ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] realistic scenery

2005-04-20 Thread Andy Ross
Oliver C. wrote:
 How does X-Plane 8.1 solve that?

It's not that terribly hard: store the texture mesh (2D, from the land
use data) and polygon mesh (3D, from the elevation data) separately
and do an intersection test when generating them (or even at load
time).

If the textures are allowed to overlap, you'll need to do multipass
stuff or use a multitexture renderer, obviously.

Andy

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[Flightgear-devel] realistic scenery

2005-04-19 Thread eagle monart
hi
i am trying to build more realistic  terrain. when i am searching  i found 
some info about that  on

http://baron.flightgear.org/pipermail/flightgear-users/2004-March/007485.html 
. also i read tutorials about scenery generation in fgsd.

my question is which way do i have to follow to build  a realistic scenery. 
(realistic tiles with smooth transaction) .also i want to place specific 
tiles in exact points.
the link 
http://freespace.virgin.net/mamaloucos.circus/Flightgearweb/index.html is 
the one that i dreamed.

before i start i am not sure about vmap0 coverages apply smooth transactions 
between tiles.i used to edit andbuild my own sceneries in 
falcon4.0.autotiling have always errors but as in f4.0 with a terrain editor 
supported with 3d gui its easier to correct them.

i tried to used fgsd  but terrains are made in triangles not in squares an 
it looks impossible to tile what you want . a

nowi am looking for  information on importing bgl sceneries from msfs. 
Build terraintiling in msfs terrain generators and convertimport scenery 
in fgfs (sure i have to import tiles) and then add static objects in fgsd. 
--

any idea?
_
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Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Josh Babcock
eagle monart wrote:
hi
i am trying to build more realistic  terrain. when i am searching  i 
found some info about that  on

http://baron.flightgear.org/pipermail/flightgear-users/2004-March/007485.html 
. also i read tutorials about scenery generation in fgsd.

my question is which way do i have to follow to build  a realistic 
scenery. (realistic tiles with smooth transaction) .also i want to place 
specific tiles in exact points.
the link 
http://freespace.virgin.net/mamaloucos.circus/Flightgearweb/index.html 
is the one that i dreamed.

before i start i am not sure about vmap0 coverages apply smooth 
transactions between tiles.i used to edit andbuild my own sceneries in 
falcon4.0.autotiling have always errors but as in f4.0 with a terrain 
editor supported with 3d gui its easier to correct them.

i tried to used fgsd  but terrains are made in triangles not in squares 
an it looks impossible to tile what you want . a

nowi am looking for  information on importing bgl sceneries from 
msfs. Build terraintiling in msfs terrain generators and convertimport 
scenery in fgfs (sure i have to import tiles) and then add static 
objects in fgsd. --

any idea?
_
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Sorry, no help from me, but this does remind me of something I was thinking 
about. I had the pleasure of stopping by Niagra Falls this weekend, and it 
occured to me that the ability to incorporate handmade meshes into the scenery 
would allow for stuff like the falls, the Matterhorn, Arches national park etc 
to be really great landmarks. I know that this can be done by hand on a one by 
one basis now, but I think it would be really neat to just have a database of 
these places that would get automatically included whenever Curt builds the 
scenery. Or does it just make more sense to define certain areas where a high 
res DEM should be used for the input data instead of SRTM? Or maybe they could 
be built by hand and packaged as replacement tiles, though this would be a lot 
more work as there would have to be a new version of each for every scenery build.

Josh
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Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Martin Spott
Josh Babcock wrote:

 [...], but I think it would be really neat to just have a database of 
 these places that would get automatically included whenever Curt builds the 
 scenery.

This idea, as fine as it is, is not new to the list.
The most hindering fact is that there - AFAIK - is no Open
implementation of an Open database interface for raster/elevation data.
We have PostGIS, an extension to PostgreSQL which enables us to store
vectors/shapes/metadata in a database, but a standard for raster data
is still missing.

I hope Norman will keep us posted in case he has Good News,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Arnt Karlsen
On Tue, 19 Apr 2005 08:00:28 -0400, Josh wrote in message 
[EMAIL PROTECTED]:

 Sorry, no help from me, but this does remind me of something I was
 thinking  about. I had the pleasure of stopping by Niagra Falls this
 weekend, and it  occured to me that the ability to incorporate
 handmade meshes into the scenery  would allow for stuff like the
 falls, the Matterhorn, Arches national park etc  to be really great
 landmarks. 

..Josh, can you script this?

 I know that this can be done by hand on a one by  one basis
 now, but I think it would be really neat to just have a database of 
 these places that would get automatically included whenever Curt
 builds the  scenery. 

..Curt, I need an idea of how much cpu work, building the scenery, is. 
What kinda machine(s) did you use, and how long did  it take to build
the scenery?

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Curtis L. Olson
Arnt Karlsen wrote:
..Curt, I need an idea of how much cpu work, building the scenery, is. 
What kinda machine(s) did you use, and how long did  it take to build
the scenery?
 

I haven't timed the latest builds real close, but figure if you throw a 
couple machines at it in parallel, it's going to take you at least a 
full 7 days (x 24 hours) to do the final assembly and crunching.  This 
doesn't include any of the data prep work (which could take weeks if you 
start from scratch), nor does it include the airport model generation 
which takes a day or so.  And of course this doesn't count any of the 
time you need to spend sitting down and sorting through tile build 
problems (or other bugs/missing features) that you haven't gotten around 
to looking at yet.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Arnt Karlsen
On Tue, 19 Apr 2005 13:20:13 -0500, Curtis wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen wrote:
 
 ..Curt, I need an idea of how much cpu work, building the scenery,
 is.  What kinda machine(s) did you use, and how long did  it take to
 build the scenery?
   
 
 
 I haven't timed the latest builds real close, but figure if you throw
 a  couple machines at it in parallel, it's going to take you at least

..these are 2 recent machines?  Specs? 

 a  full 7 days (x 24 hours) to do the final assembly and crunching. 
 This  doesn't include any of the data prep work (which could take
 weeks if you start from scratch), nor does it include the airport
 model generation  which takes a day or so.  

..can do ;o), assuming you used 2 Celeron 850's, that makes it 2 hours.
[EMAIL PROTECTED]:~ $ qalc 2*8*24*1700/32
(1700 * 24 * 8 * 2) / 32 = 2.04
1700 is a NTWAG BigoMips figure for a Celeron, 320,000 is for the 
cluster estimate, I will have to use some machines as switches too.

..to build 12.6GB of scenery, I assume I simply do a rebuild of our last
version, se we _can_ shoot for a 25GB target size, if we want it any 
bigger.  Here I WAG the same cpu work per Gig of scenery, which 
probably is dead wrong.  ;o)


 And of course this doesn't count any of the  time you need to spend
 sitting down and sorting through tile build  problems (or other
 bugs/missing features) that you haven't gotten around  to looking at
 yet.

..very true, and for a 4 hour stunt run, there will be _no_ such bug fix
time, it will all have to be scripted, end to end.  Watching my gasifier
rig remains my top priority, a good 1/3 of my gas is CO, so I dont want
_any_ leaks.  

 
 Regards,
 
 Curt.
 


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Curtis L. Olson
Arnt,
You should be aware that scenery building is much more of a data 
shuffling job, and much less of a cpu intensive job.  The big 
bottlenecks will be your network bandwidth and server disk IO.

Curt.
Arnt Karlsen wrote:
On Tue, 19 Apr 2005 13:20:13 -0500, Curtis wrote in message 
[EMAIL PROTECTED]:

 

Arnt Karlsen wrote:
   

..Curt, I need an idea of how much cpu work, building the scenery,
is.  What kinda machine(s) did you use, and how long did  it take to
build the scenery?
 

I haven't timed the latest builds real close, but figure if you throw
a  couple machines at it in parallel, it's going to take you at least
   

..these are 2 recent machines?  Specs? 

 

a  full 7 days (x 24 hours) to do the final assembly and crunching. 
This  doesn't include any of the data prep work (which could take
weeks if you start from scratch), nor does it include the airport
model generation  which takes a day or so.  
   

..can do ;o), assuming you used 2 Celeron 850's, that makes it 2 hours.
[EMAIL PROTECTED]:~ $ qalc 2*8*24*1700/32
(1700 * 24 * 8 * 2) / 32 = 2.04
1700 is a NTWAG BigoMips figure for a Celeron, 320,000 is for the 
cluster estimate, I will have to use some machines as switches too.

..to build 12.6GB of scenery, I assume I simply do a rebuild of our last
version, se we _can_ shoot for a 25GB target size, if we want it any 
bigger.  Here I WAG the same cpu work per Gig of scenery, which 
probably is dead wrong.  ;o)

 

And of course this doesn't count any of the  time you need to spend
sitting down and sorting through tile build  problems (or other
bugs/missing features) that you haven't gotten around  to looking at
yet.
   

..very true, and for a 4 hour stunt run, there will be _no_ such bug fix
time, it will all have to be scripted, end to end.  Watching my gasifier
rig remains my top priority, a good 1/3 of my gas is CO, so I dont want
_any_ leaks.  

 

Regards,
Curt.
   


 


--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Paul Surgeon
On Tuesday, 19 April 2005 08:21, eagle monart wrote:
 i tried to used fgsd  but terrains are made in triangles not in squares an
 it looks impossible to tile what you want . a

It's impossible to tile textures properly in FG.
FG uses an irregular triangle mesh and not square tiles like MSFS.
Even if you managed to tile a texture across the mesh you would still end up 
with a mess around the edges of the texture where the triangles don't end on 
the edge of the textures.
You would need to clip a texture into the mesh for it to work properly and in 
the process you end up with a grid or semi tile based system.   :)

 nowi am looking for  information on importing bgl sceneries from msfs.
 Build terraintiling in msfs terrain generators and convertimport scenery
 in fgfs (sure i have to import tiles) and then add static objects in fgsd.

Currently there are no tools to do what you want to do and you would have to 
do some serious work on the FG scenery code to support what you want to do.

 any idea?

You have a few options
1. Learn to live with the FG scenery
2. Code a new or highly modified FG scenery engine
3. Go back to MSFS and pretend you never saw FG

Paul

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Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Jon Stockill
Curtis L. Olson wrote:
Arnt Karlsen wrote:
..Curt, I need an idea of how much cpu work, building the scenery, is. 
What kinda machine(s) did you use, and how long did  it take to build
the scenery?
 

I haven't timed the latest builds real close, but figure if you throw a 
couple machines at it in parallel, it's going to take you at least a 
full 7 days (x 24 hours) to do the final assembly and crunching.  This 
doesn't include any of the data prep work (which could take weeks if you 
start from scratch), nor does it include the airport model generation 
which takes a day or so.  And of course this doesn't count any of the 
time you need to spend sitting down and sorting through tile build 
problems (or other bugs/missing features) that you haven't gotten around 
to looking at yet.
That pretty much ties in with what I found last time I tried - 3 
machines of assorted specs took about a week to generate the scenery 
tiles from the pre-processed scenery in the work directory. The real 
problem is the sheer volume of data you're working with.

Jon
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Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Jon Stockill
Paul Surgeon wrote:
On Tuesday, 19 April 2005 08:21, eagle monart wrote:
i tried to used fgsd  but terrains are made in triangles not in squares an
it looks impossible to tile what you want . a

It's impossible to tile textures properly in FG.
FG uses an irregular triangle mesh and not square tiles like MSFS.
Even if you managed to tile a texture across the mesh you would still end up 
with a mess around the edges of the texture where the triangles don't end on 
the edge of the textures.
You would need to clip a texture into the mesh for it to work properly and in 
the process you end up with a grid or semi tile based system.   :)
Not strictly true.
The contents of /src/Prep/Photo in the terragear source will (assuming 
it's not broken) allow you to drape a texture over the terrain - this 
will work for small areas of photo scenery - the problem being the lack 
of texture paging.

This does of course require you to rebuild the appropriate scenery tiles 
 from source data.

Jon
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Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Arnt Karlsen
On Tue, 19 Apr 2005 14:47:18 -0500, Curtis wrote in message 
[EMAIL PROTECTED]:

 Arnt,
 
 You should be aware that scenery building is much more of a data 
 shuffling job, and much less of a cpu intensive job.  The big 
 bottlenecks will be your network bandwidth and server disk IO.

..ah.  Server disk OI I can shot down doing everything on a 25 GB
ramdisk, but that too takes network bandwidth.  Question is how much 
do I need of each.  

..and you forgot to tell me what kinda machines you used, so I assumed
you used 2 of my Celeron 850's.  ;o)

 Curt.
 
 
 Arnt Karlsen wrote:
 
 On Tue, 19 Apr 2005 13:20:13 -0500, Curtis wrote in message 
 [EMAIL PROTECTED]:
 
   
 
 Arnt Karlsen wrote:
 
 
 
 ..Curt, I need an idea of how much cpu work, building the scenery,
 is.  What kinda machine(s) did you use, and how long did  it take
 to build the scenery?
  
 
   
 
 I haven't timed the latest builds real close, but figure if you
 throw a  couple machines at it in parallel, it's going to take you
 at least 
 
 
 ..these are 2 recent machines?  Specs? 
 
   
 
 a  full 7 days (x 24 hours) to do the final assembly and crunching. 
 This  doesn't include any of the data prep work (which could take
 weeks if you start from scratch), nor does it include the airport
 model generation  which takes a day or so.  
 
 
 
 ..can do ;o), assuming you used 2 Celeron 850's, that makes it 2
 hours. [EMAIL PROTECTED]:~ $ qalc 2*8*24*1700/32
 (1700 * 24 * 8 * 2) / 32 = 2.04
 1700 is a NTWAG BigoMips figure for a Celeron, 320,000 is for the 
 cluster estimate, I will have to use some machines as switches too.
 
 ..to build 12.6GB of scenery, I assume I simply do a rebuild of our
 last version, se we _can_ shoot for a 25GB target size, if we want it
 any  bigger.  Here I WAG the same cpu work per Gig of scenery, which 
 probably is dead wrong.  ;o)
 
 
   
 
 And of course this doesn't count any of the  time you need to spend
 sitting down and sorting through tile build  problems (or other
 bugs/missing features) that you haven't gotten around  to looking at
 yet.
 
 
 
 ..very true, and for a 4 hour stunt run, there will be _no_ such bug
 fix time, it will all have to be scripted, end to end.  Watching my
 gasifier rig remains my top priority, a good 1/3 of my gas is CO, so
 I dont want _any_ leaks.  
 
   
 
 Regards,
 
 Curt.
 
 
 
 
 
   
 
 
 


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
..with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Curtis L. Olson
Arnt Karlsen wrote:
..ah.  Server disk OI I can shot down doing everything on a 25 GB
ramdisk, but that too takes network bandwidth.  Question is how much 
do I need of each.  

..and you forgot to tell me what kinda machines you used, so I assumed
you used 2 of my Celeron 850's.  ;o)
 

I forget exactly for the current scenery build.  Probably 1 AMD-1.2Ghz 
and 1 AMD 2.something Ghz with the server being an AMD 900Mhz, 100 Mbit 
networking, more IDE than I'd like to admit, but I can't afford a lot of 
scsi ...

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Arnt Karlsen
On Tue, 19 Apr 2005 22:45:49 +0100, Jon wrote in message 
[EMAIL PROTECTED]:

 Curtis L. Olson wrote:
  Arnt Karlsen wrote:
  
  ..Curt, I need an idea of how much cpu work, building the scenery,
 is.   What kinda machine(s) did you use, and how long did  it take
 to build  the scenery?
   
 
  
  I haven't timed the latest builds real close, but figure if you
  throw a  couple machines at it in parallel, it's going to take you
  at least a  full 7 days (x 24 hours) to do the final assembly and
  crunching.  This  doesn't include any of the data prep work (which
  could take weeks if you  start from scratch), nor does it include
  the airport model generation  which takes a day or so.  And of
  course this doesn't count any of the  time you need to spend sitting
  down and sorting through tile build  problems (or other bugs/missing
  features) that you haven't gotten around  to looking at yet.
 
 That pretty much ties in with what I found last time I tried - 3 
 machines of assorted specs took about a week to generate the scenery 
 tiles from the pre-processed scenery in the work directory. The real 
 problem is the sheer volume of data you're working with.

..agreed,  tell me more about your 3 machines, and was it 6, 7 or 8
days?

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Arnt Karlsen
On Tue, 19 Apr 2005 22:52:50 +0100, Jon wrote in message 
[EMAIL PROTECTED]:

 Paul Surgeon wrote:
  On Tuesday, 19 April 2005 08:21, eagle monart wrote:
  
 i tried to used fgsd  but terrains are made in triangles not in
 squares an it looks impossible to tile what you want . a
  
  
  It's impossible to tile textures properly in FG.
  FG uses an irregular triangle mesh and not square tiles like MSFS.
  Even if you managed to tile a texture across the mesh you would
  still end up  with a mess around the edges of the texture where the
  triangles don't end on  the edge of the textures.
  You would need to clip a texture into the mesh for it to work
  properly and in  the process you end up with a grid or semi tile
  based system.   :)
 
 Not strictly true.
 
 The contents of /src/Prep/Photo in the terragear source will (assuming
 it's not broken) allow you to drape a texture over the terrain - this 
  
 will work for small areas of photo scenery - the problem being the
 lack  of texture paging.

..say I wanna do a 4Gig photo scenery dvd centered around KOSH, leaving
700MB for FG with _everything_, and a knoppix type OS.  How much data do
I need to suck off World Wind et al, and can I cover say 20, 50, 80NM
out from KOSH?

 This does of course require you to rebuild the appropriate scenery
 tiles from source data.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Ampere K. Hardraade
On April 19, 2005 09:24 pm, Curtis L. Olson wrote:
 I can't afford a lot of scsi ...
Have you tried getting these off E-Bay?

Ampere

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Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Arnt Karlsen
On Tue, 19 Apr 2005 20:24:18 -0500, Curtis wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen wrote:
 
 ..ah.  Server disk OI I can shot down doing everything on a 25 GB
 ramdisk, but that too takes network bandwidth.  Question is how much 
 do I need of each.  
 
 ..and you forgot to tell me what kinda machines you used, so I
 assumed you used 2 of my Celeron 850's.  ;o)
   
 
 
 I forget exactly for the current scenery build.  Probably 1 AMD-1.2Ghz
 and 1 AMD 2.something Ghz with the server being an AMD 900Mhz, 100
 Mbit  networking, more IDE than I'd like to admit, but I can't afford
 a lot of  scsi ...

..ok ;o), did your server do any of the build work, or just control
the build and collect the built tiles?

..I have 3 AMD Duron sitting here, one 1.3 and 2 1.2's, all IDE, and
clientele hardware, and my own junk, a noisy old 2x550 P3 with swap 
on 5 9G SCSI's, plus some IDE space, and another pile of _old_ junk 
the equivalent of a 1GHz box, to play with to do dry test runs, and
that could help do the next scenery if I miss this 200 node opportunity,
there will always be some boxes in those lease firm batches with bad
memory or some cpu mod to have it stand out of the herd, so I play 
with heterogenous clustering.  And thermochemical gasification. ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Curtis L. Olson
Arnt Karlsen wrote:
..ok ;o), did your server do any of the build work, or just control
the build and collect the built tiles?
..I have 3 AMD Duron sitting here, one 1.3 and 2 1.2's, all IDE, and
clientele hardware, and my own junk, a noisy old 2x550 P3 with swap 
on 5 9G SCSI's, plus some IDE space, and another pile of _old_ junk 
the equivalent of a 1GHz box, to play with to do dry test runs, and
that could help do the next scenery if I miss this 200 node opportunity,
there will always be some boxes in those lease firm batches with bad
memory or some cpu mod to have it stand out of the herd, so I play 
with heterogenous clustering.  And thermochemical gasification. ;o)
 

I realize you are trying to nail down exactly how much effort is 
involved in crunching a world scenery build, but I'm not sure I can 
answer with as much detail as you are hoping for.  I know I didn't run a 
build process on the server, it just handled nfs.  In the early days of 
the project, I could run an entire build in a few hours on a 25 node 
linux cluster, but I don't have access to that any more, at least not at 
a level where I can abuse it.

You might find you need to stop the build, fiddle around, restart it, do 
various things along the way.  If you've got a couple boxes, setup 
terrager and and play with it, and I think you'll have a much better 
idea of what's involved.  Then if you do get access to a large number of 
machines, you'll be ready to go and won't have to waste time coming up 
to speed.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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