I think the solution to this whole issue is to bring fgfs-construct .btg
generation closer to how the genapt works - keeping the material
information around with each poly through the clipping process.
Hi Peter,
I thought that was already the case? I was fooling around the other day,
I think the solution to this whole issue is to bring fgfs-construct .btg
generation closer to how the genapt works - keeping the material
information around with each poly through the clipping process.
Ignore my previous e-mail on this issue, I misread the each poly part.
Adrian
Hello Maxime,
I had also noticed more instances of the grey poly with clipper than GPC.
As an experiment, on Saturday, I spent several hours gutting fgfs-construct
down to the bones. Although the grey polys didn't disappear completely, I
got Clipper producing as good results as GPC did.
The
Hi Peter,
Any news on the topic of the gray polygons ? I have been experimenting more
with this,
and I can confirm that it occurs only when clipper is enabled.
If this can help, I have isolated a simple dataset (much simpler than last
time) that
triggers the bug. It is just one landmass
Jason Cox wrote:
With GRASS how ever there is no doco and so it would take people such as
myself a long time to come up to speed.
Nobody will force you to use a GRASS-based Scenery toolchain,
especially not if you're happy with the current one.
Cheers,
Martin.
--
Unix _IS_ user
I am all for changing the generation tools but have one issue with the
use of GRASS and that is how to use it.
Currently there is some good doco's on building scenery via the current
tools and also some scripts that people have put together to automate
all or part of it.
With GRASS how ever there
Peter Sadrozinski psadrozin...@gmail.com wrote:
I would experiment with removing the code that removes the node. You'll be
trading one error for another, but it may help track this down.
Actually, this is exactly what one of my commits is doing:
Hi Martin,
Martin Spott martin.sp...@mgras.net wrote:
I know it's really cool to maintain private source repositories ;-)
but for increasing the overall success of building FlightGear
scenery I'd think it would be really beneficial to keep the various
development efforts in close
Peter Sadrozinski wrote:
I think most of the work we are doing (alternate clipping library,
850 format) should be considered experimental, however. I'm pretty
sure we want to keep the main branch concentrated on fixing problems
with detailed landclass.
Sure, I didn't propose to put the
Maxime Guillaud wrote:
The only problem that prevents me from calling it final and generating custom
scenery for
all of Europe can be seen in the last screenshot:
http://www.mguillaud.net/fg/scenery-gallery/fgfs-screen-008.png
I've seen a couple of these when preparing the terrain which is
On 13 Nov 2011, at 10:04, Martin Spott wrote:
I'm just a bit unhappy that I'd have to check various _repositories_
(_plus_ various branches therein) in order to get an update about what
peple are actually doing about TerraGear. Experimental stuff is pretty
much what Git branches (or
Curtis Olson wrote:
So this all sounds good (I think) except we now have to compute a point
inside each material region. Easy, right? Well, except that all the
published algorithms can tell you if a random point is inside a polygon or
not, but they don't tell you how to manufacture a point
James Turner wrote:
Looks very good to me - especially when it's combined with some of
the shader / materials work that is coming!
Ah, well, I'm having mixed feelings about the shaders because they're
imposing a huge performance hit onto our bigger multi-monitor setup
Cheers,
Hi,
Martin Spott wrote:
Thus, if you'd be willing to put your stuff into a branch at the main
repo, please go ahead - call us if you don't have write access.
I don't feel too good about adding even more branches directly into the main
TG repo. The reason is this: In the process of the 850
James Turner wrote:
Okay, this all sounds like good news indeed. Martin, Chris, Peter - I
think the steps need to be as follows - get a branch of terragear with the
clipper changes, and probably the epsilon changes Maxime describes
(because I've always worried, they were only needed due to
Christian Schmitt wrote:
So if you all agree, I can create a clipper/epsilon branch against master to
get this tested first.
Yes, please, maybe even one for clipper and another with Maxime's
epsilon changes applied.
Cheers,
Martin.
--
Unix _IS_ user friendly - it's just selective
Hi Maxime,
Final material assignment is done when the data is triangulated. (All the
points connected into triangles.) The algorithm needs a set of points, and
it also needs a set of edges (boundaries) that show the division between
material shapes. Finally for each material type, it needs a
On 12 Nov 2011, at 13:59, Maxime Guillaud wrote:
I have had pretty good luck building complex scenery with a modified version
of
fgfs-construct. Here is what I did:
snip
Okay, this all sounds like good news indeed. Martin, Chris, Peter - I think the
steps need to be as follows - get a
With this minimal data set, do you see bad node print messages during
construct?
found a bad node = xxx
When a node touches a line segment on the same contour, the bad node is
removed, as odd/even clipper algorithms blow up when this occurs.
I would experiment with removing the code that removes
Hi Maxime and others,
Maxime Guillaud wrote:
You can find my code here [...]
I'm just starting to recover from a couple of _really_ tight days
(including a nice PostgreSQL conference PGConf.DE where I gave a talk
about our geodata collection and in-database processing), therefore I'm
not yet
Hi Martin,
I've been reluctant to move to the official repository mostly because of
very little understanding of GIT.
I'm a bit more confident, now, so I don't see it as a big problem.
I think most of the work we are doing (alternate clipping library, 850
format) should be considered
I have verified that the problem lies in using clipper.
Using the same simple data with GPC works. It appears clipper can
sometimes produce clockwise winded polys.
I'm working on a fix now.
Pete
On Sat, Nov 12, 2011 at 7:59 PM, Peter Sadrozinski
psadrozin...@gmail.comwrote:
Hi Martin,
I've
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