Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Erik Hofman
Jim Wilson wrote: Just a thought: Wouldn't we improve the rendering efficiency by building downtown urban areas as a scene...e.g. single model with one ac file for all the buildings? A few things I can think of: 1) Less effort positioning buildings (easier to move them around if need be). Just

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Jim Wilson
Erik Hofman [EMAIL PROTECTED] said: 1) Less effort positioning buildings (easier to move them around if need be). Just place the origin at some landmark in the scene and place the whole thing in one shot. I really think we should switch over to .ssg files for scenery objects. The

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Erik Hofman
Jim Wilson wrote: Erik Hofman [EMAIL PROTECTED] said: 1) Less effort positioning buildings (easier to move them around if need be). Just place the origin at some landmark in the scene and place the whole thing in one shot. I really think we should switch over to .ssg files for scenery objects.

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Frederic Bouvier
Jim Wilson wrote: Erik Hofman [EMAIL PROTECTED] said: 1) Less effort positioning buildings (easier to move them around if need be). Just place the origin at some landmark in the scene and place the whole thing in one shot. We will have problems with non-flat terrains. Actually, I use

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Christopher S Horler
As a blender user I'd like to see blender supporting some of these formats natively... I'm getting the urge to do something about that, at the moment it falls about 20th on my TODO list. Above that is closer integration of blender and the gimp for UV textures through the python interface. On

re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread David Megginson
Jim Wilson writes: 1) Less effort positioning buildings (easier to move them around if need be). Just place the origin at some landmark in the scene and place the whole thing in one shot. Static scenery should be positioned only once, when the tile is loaded, so there's no on-going

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread David Megginson
Frederic Bouvier writes: I vote for to remove this sharp edge smoothing artefact. All of our airplanes will start looking a lot worse. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread David Megginson
Erik Hofman writes: I tested this one a bit today and even a LOD of 1 meters will give good results on the SFO skyscrapers for normal (non clear sky conditions), it has just one drawback: after conversion FlightGear doesn't seem to find the textures anymore:

RE: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Norman Vine
Jim Wilson writes: Erik Hofman [EMAIL PROTECTED] said: 1) Less effort positioning buildings (easier to move them around if need be). Just place the origin at some landmark in the scene and place the whole thing in one shot. I really think we should switch over to .ssg files for

RE: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Norman Vine
David Megginson writes: Jim Wilson writes: Is this true that the textures get reloaded, and is there some way to share textures between objects and not just save disk space? Any comment, plib types? SSG models should already be sharing textures based on 'Texture Name' see

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Erik Hofman
Erik Hofman wrote: I tested this one a bit today and even a LOD of 1 meters will give good results on the SFO skyscrapers for normal (non clear sky conditions), it has just one drawback: after conversion FlightGear doesn't seem to find the textures anymore: That's odd. After tweaking the

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Lee Elliott
On Sunday 13 July 2003 10:39, Frederic Bouvier wrote: I vote for to remove this sharp edge smoothing artefact. -Fred That would save me a lot of time:) LeeE ___ Flightgear-devel mailing list [EMAIL PROTECTED]

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Lee Elliott
On Sunday 13 July 2003 11:14, Norman Vine wrote: Jim Wilson writes: we could keep the .ac .3ds .whatever files as they are in the base package and require that you run a 'scenery' compiler before you actually run FGFS after a scenery update. While it's great that we _can_ use .3ds models,

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Lee Elliott
On Sunday 13 July 2003 11:07, David Megginson wrote: Frederic Bouvier writes: I vote for to remove this sharp edge smoothing artefact. All of our airplanes will start looking a lot worse. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread David Megginson
Lee Elliott writes: Is there any way to set a constriant on it? It's fine when it's smoothing angles 90deg 270 but it would be better if it didn't try to do sharper angles. This seems to be the cause of the artifacts often seen on models, for example at the wing traiing edges. It's

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Christopher S Horler
I wonder if it's possible to write a plib loader for blender files? On Sun, 2003-07-13 at 16:00, David Megginson wrote: Lee Elliott writes: Is there any way to set a constriant on it? It's fine when it's smoothing angles 90deg 270 but it would be better if it didn't try to do

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread David Megginson
Christopher S Horler writes: I wonder if it's possible to write a plib loader for blender files? Very much so. An easier solution, though, would be to fix plib's VRML1 loader so that it works with *.wrl files exported by Blender. Nobody likes VRML1, but everybody can import and export it, and

Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said: Lee Elliott writes: Is there any way to set a constriant on it? It's fine when it's smoothing angles 90deg 270 but it would be better if it didn't try to do sharper angles. This seems to be the cause of the artifacts often seen on models,