Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-10-11 Thread Stuart Buchanan
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

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-10-11 Thread geneb
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

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-10-11 Thread Tim Moore
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

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-10-11 Thread Stuart Buchanan
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.

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-20 Thread James Turner
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

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-20 Thread Stuart Buchanan
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

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-20 Thread Adrian Musceac
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

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-20 Thread Stuart Buchanan
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

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-19 Thread Adrian Musceac
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

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-19 Thread Adrian Musceac
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

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-19 Thread Renk Thorsten
> 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)

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-18 Thread James Turner
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

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-18 Thread Stuart Buchanan
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

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-18 Thread James Turner
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