Re: [Flightgear-devel] Scenery manager

2012-12-17 Thread Renk Thorsten
There are many issues and tradeoffs with mesh simplification. There are many algorithms and approaches, each with their own unique strengths and weaknesses. Challenges include finding a strategy to hide the cracks between adjacent tiles draw with different levels of details (and possibly

Re: [Flightgear-devel] Scenery manager

2012-12-17 Thread Adrian Musceac
On Sunday, December 16, 2012 23:11:44 Mathias Fröhlich wrote: Hi, Hi all, I have added my new code for far-tiles in a merge request for flightgear and simgear. You can now test the code, and also check whether texture resizing is necessary for materials which are not inside the near tiles

Re: [Flightgear-devel] Scenery manager

2012-12-16 Thread Stuart Buchanan
Hi Adrian, On Sun, Dec 16, 2012 at 4:32 AM, Adrian Musceac wrote: I am presenting an experimental (WIP) method to reduce memory consumption by scenery with 30%, while increasing the visibility distance 4 times. This method relies on some kind of LOD system, without mesh simplification. People

Re: [Flightgear-devel] Scenery manager

2012-12-16 Thread Adrian Musceac
On Sunday, December 16, 2012 12:35:20 Stuart Buchanan wrote: Hi Adrian, On Sun, Dec 16, 2012 at 4:32 AM, Adrian Musceac wrote: I am presenting an experimental (WIP) method to reduce memory consumption by scenery with 30%, while increasing the visibility distance 4 times. This method

Re: [Flightgear-devel] Scenery manager

2012-12-16 Thread Mathias Fröhlich
Hi Adrian, The same idea is behind the osg lod based whole world model. Where do you store the elevation data? Greetings Mathias -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access

Re: [Flightgear-devel] Scenery manager

2012-12-16 Thread Curtis Olson
There are many issues and tradeoffs with mesh simplification. There are many algorithms and approaches, each with their own unique strengths and weaknesses. Challenges include finding a strategy to hide the cracks between adjacent tiles draw with different levels of details (and possibly more or

Re: [Flightgear-devel] Scenery manager

2012-12-16 Thread Adrian Musceac
On Sunday, December 16, 2012 18:39:47 Mathias Fröhlich wrote: Hi Adrian, The same idea is behind the osg lod based whole world model. Where do you store the elevation data? Greetings Mathias Hi Mathias, It's actually nothing really special about it, I'm just modifying a little the

Re: [Flightgear-devel] Scenery manager

2012-12-16 Thread Mathias Fröhlich
Hi, On Sunday, December 16, 2012 20:24:48 Adrian Musceac wrote: It's actually nothing really special about it, I'm just modifying a little the tile manager to define inner tiles and outer tiles. The elevation data is inside the same old BTG files, which are actually lists of polygons making

Re: [Flightgear-devel] Scenery manager

2012-12-16 Thread Stuart Buchanan
On Sun, Dec 16, 2012 at 11:44 AM, Adrian Musceac wrote: It' basically very simple. Far tiles no longer compute anything other than it's own geometry, and also use a very low resolution texture set, obtained by running a batch resize on the regular texture set. OK. So you don't load anything

Re: [Flightgear-devel] Scenery manager

2012-12-16 Thread James Turner
On 16 Dec 2012, at 19:18, Stuart Buchanan wrote: I'm surprised there's any benefit to using a very low resolution texture set. Surely the normal textures are already loaded by OSG and it's cheaper just to refer to those rather than loading some more textures? Or are we not sharing our

Re: [Flightgear-devel] Scenery manager

2012-12-16 Thread Adrian Musceac
On Sunday, December 16, 2012 21:37:37 James Turner wrote: On 16 Dec 2012, at 19:18, Stuart Buchanan wrote: I'm surprised there's any benefit to using a very low resolution texture set. Surely the normal textures are already loaded by OSG and it's cheaper just to refer to those rather than

Re: [Flightgear-devel] Scenery manager

2012-12-16 Thread Emilian Huminiuc
On Sunday, December 16, 2012 19:37:37 James Turner wrote: On 16 Dec 2012, at 19:18, Stuart Buchanan wrote: I'm surprised there's any benefit to using a very low resolution texture set. Surely the normal textures are already loaded by OSG and it's cheaper just to refer to those rather than

Re: [Flightgear-devel] Scenery manager

2012-12-16 Thread Adrian Musceac
On Sunday, December 16, 2012 21:18:10 Stuart Buchanan wrote: On Sun, Dec 16, 2012 at 11:44 AM, Adrian Musceac wrote: It' basically very simple. Far tiles no longer compute anything other than it's own geometry, and also use a very low resolution texture set, obtained by running a batch

Re: [Flightgear-devel] Scenery manager

2012-12-16 Thread Mathias Fröhlich
Hi, On Sunday, December 16, 2012 22:02:15 Adrian Musceac wrote: I am aware there are better systems out there, I'm just doing what I can within the restrictions of the BTG format. I'd be more than happy to have a real terrain LOD, but right now that means lots of changes in Terragear and

Re: [Flightgear-devel] Scenery manager

2012-12-16 Thread Adrian Musceac
On Sunday, December 16, 2012 22:38:41 Mathias Fröhlich wrote: Hi, On Sunday, December 16, 2012 22:02:15 Adrian Musceac wrote: I am aware there are better systems out there, I'm just doing what I can within the restrictions of the BTG format. I'd be more than happy to have a real terrain

Re: [Flightgear-devel] Scenery manager

2012-12-16 Thread Mathias Fröhlich
Hi, On Sunday, December 16, 2012 22:32:48 Adrian Musceac wrote: My main interest with terrain was a) having longer distances available, and b) having separate traversal masks only for surface. All for use in my infamous now radio code. This lead to what I have now, an improvement in memory

Re: [Flightgear-devel] Scenery manager

2012-12-16 Thread Adrian Musceac
On Sunday, December 16, 2012 23:11:44 Mathias Fröhlich wrote: Hi Mathias, Ok, for that, I can see a lot of solutions. Having one that is may be close: Use the BVH tree that is used in fgelev or fgai. The fgelev one is parametrized like you probably need today. There is one hacky switch in