Re: [Flightgear-devel] Updated 707

2013-09-20 Thread Stuart Buchanan
On Wed, Aug 21, 2013 at 4:45 PM, Stuart Buchanan wrote: > On Tue, Aug 20, 2013 at 8:34 AM, James Turner wrote: >> Given that Innis has given the all-clear, what is the next step? I'm happy >> to simply checkout a particular branch from the repo above and commit the >> files to fgdata, but there ar

[Flightgear-devel] Built-in Svn client code crashing

2013-09-20 Thread James Turner
Hello, A few people have reported crashes when using the built-in SVN client code, especially on Linux (and potentially Windows too, which would be a problem, as we shall see). Thomas identified something strange relating to whether we were using built-in or the system Expat XML parser, and I f

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] terragear.git: gdalchop.cxx undef reference to sgWriteLong

2013-09-20 Thread Rebecca N. Palmer
Different argument types (sgWriteLong(gzFile_s*, int) and sgWriteLong(void*, int)) are different symbols in C++. On my system both 2.10 shared and 2.12 static (I haven't tried next or master, but the git history says io/lowlevel.cxx hasn't changed for 2 years) give the correct types. Did you c