Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread leee
On Monday 01 Feb 2010, Stuart Buchanan wrote: > leee wrote: > > On Sunday 31 Jan 2010, Erik Hofman wrote: > > > Stuart Buchanan wrote: > > > > It's been a long time since I (re-)wrote the random object > > > > code for OSG, but my recollection is that we use the same > > > > random number seed when

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Martin Spott
Gene Buckle wrote: > Here's a wild idea - once an object has been placed, why not record it's > position in a configuration file? This _might_ work for 'normal' random objects since there are not too many objects, but will end up in a _very_ long list if you're trying to achieve the same results

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Gene Buckle
On Mon, 1 Feb 2010, Erik Hofman wrote: > Tim Moore wrote: >> Since the bug is in model choice (not position), affects less than a >> third of the object definitions in materials.xml, and is being reported >> very late in our release process, I'm inclined to fix this in a 2.0.1 >> maintenance relea

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Stuart Buchanan
Erik Hofman wrote: > Erik Hofman wrote: > >> Another way to fix it is to use a round-robin method instead of using > >> random for model selection. This would probably be an easy fix. > >> This method is also used for multiple scenery textures. > > > > Alright, this is committed to CVS for now.

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Erik Hofman
Erik Hofman wrote: >> Another way to fix it is to use a round-robin method instead of using >> random for model selection. This would probably be an easy fix. >> This method is also used for multiple scenery textures. > > Alright, this is committed to CVS for now. It is tested and works > reliab

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Erik Hofman
Erik Hofman wrote: > Tim Moore wrote: >> Since the bug is in model choice (not position), affects less than a >> third of the object definitions in materials.xml, and is being reported >> very late in our release process, I'm inclined to fix this in a 2.0.1 >> maintenance release. > > Another w

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Erik Hofman
Erik Hofman wrote: > Stuart Buchanan wrote: >> As I recall, the plib code didn't even attempt to make random object >> placement >> consistent across runs and I spent quite some time with help from a number >> of people in putting together something that provided that consistency. > > Actually F

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Stuart Buchanan
Tim Moore wrote: > Since the bug is in model choice (not position), affects less > than a third of the object definitions in materials.xml, and is > being reported very late in our release process, I'm inclined > to fix this in a 2.0.1 maintenance release. As I'm out of the loop concerning the

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Erik Hofman
Stuart Buchanan wrote: > As I recall, the plib code didn't even attempt to make random object placement > consistent across runs and I spent quite some time with help from a number > of people in putting together something that provided that consistency. Actually FlightGear did this already for a

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Erik Hofman
Tim Moore wrote: > Since the bug is in model choice (not position), affects less than a > third of the object definitions in materials.xml, and is being reported > very late in our release process, I'm inclined to fix this in a 2.0.1 > maintenance release. Another way to fix it is to use a roun

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Stuart Buchanan
leee wrote: > On Sunday 31 Jan 2010, Erik Hofman wrote: > > Stuart Buchanan wrote: > > > It's been a long time since I (re-)wrote the random object code > > > for OSG, but my recollection is that we use the same random > > > number seed when generating random model placements, to ensure > > > that

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Tim Moore
On Mon, Feb 1, 2010 at 9:04 AM, Stuart Buchanan < stuart_d_bucha...@yahoo.co.uk> wrote: > Tim Moore wrote: > >On Sun, Jan 31, 2010 at 8:07 PM, Erik Hofman wrote: > >Stuart Buchanan wrote: > > It's been a long time since I (re-)wrote the random object code for > OSG, but my > > recollectio

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Erik Hofman
Stuart Buchanan wrote: > I managed to do a couple of test-flights to validate Erik's bug report > without crashing my GPU. > The problem appears to be limited to the case where there are multiple object > elements > defined under the node. In this case, the actual object placed at a > given

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Stuart Buchanan
Tim Moore wrote: >On Sun, Jan 31, 2010 at 8:07 PM, Erik Hofman wrote: >Stuart Buchanan wrote: > It's been a long time since I (re-)wrote the random object code for OSG, > but my > recollection is that we use the same random number seed when generating > random model placements, to

Re: [Flightgear-devel] materials.xml request

2010-01-31 Thread ThorX
On 31.1.2010 22:13, LeeE wrote > On Sunday 31 Jan 2010, Erik Hofman wrote: > >> > Stuart Buchanan wrote: >> >>> > > It's been a long time since I (re-)wrote the random object code >>> > > for OSG, but my recollection is that we use the same random >>> > > number seed when generating random

Re: [Flightgear-devel] materials.xml request

2010-01-31 Thread Tim Moore
On Sun, Jan 31, 2010 at 8:07 PM, Erik Hofman wrote: > Stuart Buchanan wrote: > > It's been a long time since I (re-)wrote the random object code for OSG, > but my > > recollection is that we use the same random number seed when generating > > random model placements, to ensure that a building is

Re: [Flightgear-devel] materials.xml request

2010-01-31 Thread Curtis Olson
Loosing this permanence of random object placement would be a bummer for anyone who is driving multiple displays from multiple computers. That's maybe a small segment of our user base, but it's these higher end "professional" users that often have budgets they are working with. Regards, Curt.

Re: [Flightgear-devel] materials.xml request

2010-01-31 Thread leee
On Sunday 31 Jan 2010, Erik Hofman wrote: > Stuart Buchanan wrote: > > It's been a long time since I (re-)wrote the random object code > > for OSG, but my recollection is that we use the same random > > number seed when generating random model placements, to ensure > > that a building is in the sam

Re: [Flightgear-devel] materials.xml request

2010-01-31 Thread Erik Hofman
Stuart Buchanan wrote: > Erik Hofman wrote: >> Looks like that part is gone, at least the part where every random >> object in the scenery was in the same place every time you start up >> FlightGear. This used to be working at some point (and could be used for >> landmark navigation). > > Hmmm,

Re: [Flightgear-devel] materials.xml request

2010-01-31 Thread Stuart Buchanan
Erik Hofman wrote: > Stuart Buchanan wrote: > > It's been a long time since I (re-)wrote the random object code for OSG, > > but > my > > recollection is that we use the same random number seed when generating > > random model placements, to ensure that a building is in the same place on > >

Re: [Flightgear-devel] materials.xml request

2010-01-31 Thread Erik Hofman
Stuart Buchanan wrote: > It's been a long time since I (re-)wrote the random object code for OSG, but > my > recollection is that we use the same random number seed when generating > random model placements, to ensure that a building is in the same place on > every computer. Looks like that pa

Re: [Flightgear-devel] materials.xml request

2010-01-26 Thread J. Holden
> It's been a long time since I (re-)wrote the random object code for OSG, but > my > recollection is that we use the same random number seed when generating random model placements, to ensure that a building is in the same place on > every computer. > I suspect that part of the problem with the

Re: [Flightgear-devel] materials.xml request

2010-01-26 Thread Victhor Foster
I was wondering what those giant mushrooms were :P -- The Planet: dedicated and managed hosting, cloud storage, colocation Stay online with enterprise data centers and the best network in the business Choose flexible plans

Re: [Flightgear-devel] materials.xml request

2010-01-26 Thread syd adams
One airport in BC has a water tower directly at the end of the runway , (after Ifixed the scenery) ..and I discovered they are solid :) . Even one tower per town seems a bit much , I haven't seen anything quite like it in real life. Cheers --

Re: [Flightgear-devel] materials.xml request

2010-01-26 Thread Stuart Buchanan
J. Holden wrote: > I don't know if we've gone final with everything yet, but if we haven't, > would > it be possible for somebody here to: > * double-check to see if the "mushroom" water-towers still exist under the > town > definition in materials.xml; and, if so, > * remove them. > > As we'

Re: [Flightgear-devel] materials.xml request

2010-01-26 Thread Erik Hofman
Martin Spott wrote: > Hi Erik, > > Erik Hofman wrote: > >> It would also be nice to have some more different small(ish) buildings. > > Feel invited to have a look at the "Models/Residential/" folder, there > you'll find the content of this chapter: > > http://scenemodels.flightgear.org/modelb

Re: [Flightgear-devel] materials.xml request

2010-01-26 Thread Martin Spott
Hi Erik, Erik Hofman wrote: > It would also be nice to have some more different small(ish) buildings. Feel invited to have a look at the "Models/Residential/" folder, there you'll find the content of this chapter: http://scenemodels.flightgear.org/modelbrowser.php?shared=2 Cheers, Ma

Re: [Flightgear-devel] materials.xml request

2010-01-26 Thread Erik Hofman
J. Holden wrote: > As we'll have a lot more areas defined as "town" in the upcoming scenery > build, and there are far too many water towers per square > land-area-measurement-category) in FG as it is, and it looks tacky. After the > release, I'll try and look at improving the randomly generated

Re: [Flightgear-devel] materials.xml request

2010-01-26 Thread AJ MacLeod
On Tuesday 26 January 2010 04:09:15 J. Holden wrote: > I don't know if we've gone final with everything yet, but if we haven't, > would it be possible for somebody here to: * double-check to see if the > "mushroom" water-towers still exist under the town definition in > materials.xml; and, if so