Re: [Flightgear-devel] Reasonable vertex count for ground static?

2004-12-21 Thread Dave Martin
On Tuesday 21 Dec 2004 07:34, Innis Cunningham wrote:

 The vertex count is down from near 1800 to 1200 and the number of 512x512
 textures is halved.

 The static 747 and 737 at KSFO are 1100 and 400 vertices respectivley.So
 that
 may give you an idea how complex you think the 172 should be.

 Dave Martin

 Cheers
 Innis

I'm going to have to scratch around and see what I can loose off it then :-)

I tried loading 15 of them into Flightgear and getting them all in frame; I 
recieved about a 1/3 drop in framerate so the chances are that older cards 
would throw their toys out of the pram.

Cheers for the info :)

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Re: [Flightgear-devel] Reasonable vertex count for ground static?

2004-12-21 Thread Dave Martin
On Tuesday 21 Dec 2004 07:34, Innis Cunningham wrote:

 The static 747 and 737 at KSFO are 1100 and 400 vertices respectivley.So
 that
 may give you an idea how complex you think the 172 should be.

 Cheers
 Innis



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I've now got 702 vertices and still a reasonable looking model that you can 
taxi past 20 feet away or fly over at 100 feet and think yes, thats a 
172 ;-)

Very close inspection gives the game away but your unlikely to find an 
aircraft that can taxi up to it without catching the prop. :-P

One thing I've noticed is that lightplanes are definitely more complex in 
shape than commercial jets.

The model now uses just one texture (which needs to be change to represent a 
different a/c to Fox Sierra.)

Screenshot: http://www.cyfinity.com/fgfs/c172p-static.jpg

I'm hoping to 'do over' the pa28 also so I can place some static aircraft at 
Midland airstrips - I hope to start on Wellesbourne Mountford (EGBW) but I 
need to get the taxi-ways / disused runways sorted with Taxidraw first.

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Re: [Flightgear-devel] Reasonable vertex count for ground static?

2004-12-21 Thread Curtis L. Olson
Dave Martin wrote:
I've now got 702 vertices and still a reasonable looking model that you can 
taxi past 20 feet away or fly over at 100 feet and think yes, thats a 
172 ;-)

Very close inspection gives the game away but your unlikely to find an 
aircraft that can taxi up to it without catching the prop. :-P

One thing I've noticed is that lightplanes are definitely more complex in 
shape than commercial jets.

The model now uses just one texture (which needs to be change to represent a 
different a/c to Fox Sierra.)

Screenshot: http://www.cyfinity.com/fgfs/c172p-static.jpg
I'm hoping to 'do over' the pa28 also so I can place some static aircraft at 
Midland airstrips - I hope to start on Wellesbourne Mountford (EGBW) but I 
need to get the taxi-ways / disused runways sorted with Taxidraw first.
 

Dave,
Are you familiar with Level of Detail or LOD?  This is a technique 
where you can build multiple versions of your aircraft with different 
level of details.  The system then automatically picks which version to 
display depending on how far away it is.  This let's you do a super high 
res version, one or two medium res versions, and a super low resolution 
version (which might just be a single dot.)  It's more work to set this 
up, but if you carefully balance your polygon counts with your 
transition ranges, you can get a result such that you can display 
hundreds of models on the screen pretty easily.  In most cases, 99% of 
the aircraft will be drawn in the ultra-low res LOD, and only the few 
closest will be drawn in the highest LOD.

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] Reasonable vertex count for ground static?

2004-12-21 Thread Dave Martin
On Tuesday 21 Dec 2004 19:28, Curtis L. Olson wrote:
 Dave,

 Are you familiar with Level of Detail or LOD?  This is a technique
 where you can build multiple versions of your aircraft with different
 level of details.  The system then automatically picks which version to
 display depending on how far away it is.  This let's you do a super high
 res version, one or two medium res versions, and a super low resolution
 version (which might just be a single dot.)  It's more work to set this
 up, but if you carefully balance your polygon counts with your
 transition ranges, you can get a result such that you can display
 hundreds of models on the screen pretty easily.  In most cases, 99% of
 the aircraft will be drawn in the ultra-low res LOD, and only the few
 closest will be drawn in the highest LOD.

 Regards,

 Curt.

Now thats interesting stuff; I *had* noticed that FG has lod settings and such 
but I don't know much about how it works in FG (Although I fully understand 
the principal).

I'll have a go at making another version of the 172 with say, 2d wings, solid 
windows and less polys in the fusealage.

How many levels of LOD (no. of models) do you think would be worthwhile?
(I suppose you can first sight individual a/c at 6 miles out.)

Cheers.

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Re: [Flightgear-devel] Reasonable vertex count for ground static?

2004-12-21 Thread Ampere K. Hardraade
Dave, you can check out the animation file (specifically: engine animation) 
for the MD11 if you want to learn how to set different LOD's.

Curt, as I was working on the MD11, I get a feeling that FlightGear is loading 
every single polygon into the scene graph.  Is my feeling correct?  If so, 
does that mean not implementing LOD's may actually consume less resources?

Ampere

On December 21, 2004 02:42 pm, Dave Martin wrote:
 Now thats interesting stuff; I *had* noticed that FG has lod settings and
 such but I don't know much about how it works in FG (Although I fully
 understand the principal).

 I'll have a go at making another version of the 172 with say, 2d wings,
 solid windows and less polys in the fusealage.

 How many levels of LOD (no. of models) do you think would be worthwhile?
 (I suppose you can first sight individual a/c at 6 miles out.)

 Cheers.

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Re: [Flightgear-devel] Reasonable vertex count for ground static?

2004-12-21 Thread Curtis L. Olson
Ampere K. Hardraade wrote:
Dave, you can check out the animation file (specifically: engine animation) 
for the MD11 if you want to learn how to set different LOD's.

Curt, as I was working on the MD11, I get a feeling that FlightGear is loading 
every single polygon into the scene graph.  Is my feeling correct?  If so, 
does that mean not implementing LOD's may actually consume less resources?
 

Right, all versions of your models will be loaded so the system can pick 
which to display at any particular instance.  OSG has a neat feature 
that will demand load your LOD levels, but we aren't quite to that point 
yet.

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] Reasonable vertex count for ground static?

2004-12-21 Thread Curtis L. Olson
Dave Martin wrote:
Now thats interesting stuff; I *had* noticed that FG has lod settings and such 
but I don't know much about how it works in FG (Although I fully understand 
the principal).

I'll have a go at making another version of the 172 with say, 2d wings, solid 
windows and less polys in the fusealage.

How many levels of LOD (no. of models) do you think would be worthwhile?
(I suppose you can first sight individual a/c at 6 miles out.)
 

I would think that a super detailed version would be nice, some sort of 
middle range version, and some super tiny version that might be a dot or 
just a couple polygons.  From there you could tune or add if you thought 
you needed to.  At some point it would be nice to support Fade-LOD (I 
think OSG does that) but plib certainly can't.

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] Reasonable vertex count for ground static?

2004-12-21 Thread Dave Martin
On Tuesday 21 Dec 2004 20:17, Curtis L. Olson wrote:

 I would think that a super detailed version would be nice, some sort of
 middle range version, and some super tiny version that might be a dot or
 just a couple polygons.  From there you could tune or add if you thought
 you needed to.  At some point it would be nice to support Fade-LOD (I
 think OSG does that) but plib certainly can't.

 Regards,

 Curt.

If I regard the earlier 702 vertex model as the 'super-high', this one has 
about 300 vertices: http://www.cyfinity.com/fgfs/c172p-static-lod.jpg and is 
viewed from about 100 feet. (Could be used up to 2 miles or so.)

I'll make another that is just four or five polys and no textures and then try 
that one as a scenery placement viewed from 2miles.

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RE: [Flightgear-devel] Reasonable vertex count for ground static?

2004-12-20 Thread Innis Cunningham
Hi Dave
 Dave Martin writes
I've made the model look near to the normal model in quality unless you go
right up and look closely (interior textures, controls etc are gone) The
seats are still in but I've cropped a lot of vertices from the fusealage 
and
wings and re-orientated the model nose-up to simulate an empty cabin. (I 
made
some 'line' tie-downs too just for show.

The vertex count is down from near 1800 to 1200 and the number of 512x512
textures is halved.
The static 747 and 737 at KSFO are 1100 and 400 vertices respectivley.So 
that
may give you an idea how complex you think the 172 should be.
Dave Martin
Cheers
Innis

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