Hi Tim,
On Fri, Oct 11, 2013 at 12:55 PM, Tim Moore wrote:
> Cool stuff. Are those all individual models, or instanced geometry, or what?
> :)
The vast majority are instanced geometries, though there are some random
models interspersed.
As mentioned previously, I'd like to move back to the previ
On Fri, 11 Oct 2013, Stuart Buchanan wrote:
> On Wed, Sep 18, 2013 at 4:16 PM, Stuart Buchanan wrote:
>> This is to give a heads up on some changes that I'm planning for
>> Random Buildings for the V3.0 release, and to allow for
>> comments/suggestions/ideas.
>
> I've now got the new system broadl
Cool stuff. Are those all individual models, or instanced geometry, or
what? :)
Tim
On Fri, Oct 11, 2013 at 12:46 PM, Stuart Buchanan wrote:
> On Wed, Sep 18, 2013 at 4:16 PM, Stuart Buchanan wrote:
> > This is to give a heads up on some changes that I'm planning for
> > Random Buildings for th
On Wed, Sep 18, 2013 at 4:16 PM, Stuart Buchanan wrote:
> This is to give a heads up on some changes that I'm planning for
> Random Buildings for the V3.0 release, and to allow for
> comments/suggestions/ideas.
I've now got the new system broadly working on a private build:
http://www.nanjika.co.
On 20 Sep 2013, at 11:04, Stuart Buchanan wrote:
> The original random buildings implementation (2.8.0) use basic OSG
> primitives, and so had collision detection and Rembrandt shadows "for
> free". In 2.10.0 this was changed to a shader-based instance
> approach based on the tree scheme to re
On Fri, Sep 20, 2013 at 11:15 AM, Adrian Musceac wrote:
> I think one of the problems is that most of our objects have no concept of
> different LOD's. If we had objects with say 3 LOD, it would ease memory and
> graphics load. It should be possible to take an object and generate multiple
> LOD's f
On Friday, September 20, 2013 13:04:32 Stuart Buchanan wrote:
>
> If I implement a PagedLOD approach, it might reduce the memory
> footprint sufficiently that we could switch back to the OSG
> primitives.
>
I think one of the problems is that most of our objects have no concept of
different LOD
On Thu, Sep 19, 2013 at 3:07 PM, Renk Thorsten wrote:
> Which would in fact not make them random buildings at all :-)
It'll make them less random, certainly :)
However, while the placement and size class (small, medium, large)
will now be determined by the texture, there will be still be
randomne
On Wednesday, September 18, 2013 19:05:22 Stuart Buchanan wrote:
> I did take a look at the PagedLOD approach - Matthias' code made a great
> template to work from.
>
>
> -Stuart
Stuart, this is totally unrelated, but what would be the price to pay to have
collision with generated buildings, an
On Wednesday, September 18, 2013 18:45:09 James Turner wrote:
> (BTW Adrian proposed something which achieves a similar end result back in
> February, the problem with his approach is it doesn't work via the OSG
> paging mechanism, and hence I don't think we should pursue it - ultimately
> we need
> So, in V3.0 I plan to change this. Instead of using a scatter-gun
> approach to placement and a mask, random building location will be
> read directly from the mask, defined by a single pixel. The color
> (actually blue value from 0-255) will define the size of building
> (small medium, large)
On 18 Sep 2013, at 17:05, Stuart Buchanan wrote:
> I did take a look at the PagedLOD approach - Matthias' code made a great
> template to work from.
Yes, that is exactly the model I would follow, and I am sure Mathias can be
asked for additional hints on the best way to integrate it. His SPT s
On Wed, Sep 18, 2013 at 4:45 PM, James Turner wrote:
> It would really help memory use if we could defer tree/object/building
> generation until the tile is close to the viewer. Right now you generate
> lots of LOD nodes so we don't pay the rendering cost for distant tiles, but
> we're still paying
On 18 Sep 2013, at 16:16, Stuart Buchanan wrote:
> Command, questions and offers of help to update some object masks are
> all welcome :)
All sounds good, there is a related issue that came up on IRC:
It would really help memory use if we could defer tree/object/building
generation until the
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