Re: [Flightgear-devel] Generating ground textures on the fly?

2013-03-13 Thread Renk Thorsten
Hi Tom, sorry if I sound overly pessimistic, but... several of the potential issues are structurally not that different from problems I've encountered in painting terrain or setting up credible weather. it doesn't mean that I am in any way against your plan, but I want to see if you have any

Re: [Flightgear-devel] Generating ground textures on the fly?

2013-03-12 Thread Thomas Albrecht
Hi James, Thank you for your input! I wasn't aware there is such thing as fgviewer. It's definately a good starting point, I will have a look at it. Oh, and if you can do IRC, I'm sure the guys in #fg_scenery would be delighted to discuss what you've done and a whole range of possibilities

Re: [Flightgear-devel] Generating ground textures on the fly?

2013-03-12 Thread Thomas Albrecht
Hi Thorsten, Thank you, too! This becomes a performance issue eventually - see Paris (France). Random buildings scale well for memory and performance because they're numerous instances of the same building, so just the various positions need to be stored separately - a city full of unique

[Flightgear-devel] Generating ground textures on the fly?

2013-03-11 Thread Thomas Albrecht
I've been playing with populating my home airport's area with buildings derived from OSM floorplan data. I think having many buildings in the correct place greatly improves realism over the current random buildings/sparse static models, especially when you know the area. However, now the

Re: [Flightgear-devel] Generating ground textures on the fly?

2013-03-11 Thread James Turner
On 11 Mar 2013, at 20:37, Thomas Albrecht ra...@web.de wrote: I've been playing with populating my home airport's area with buildings derived from OSM floorplan data. I think having many buildings in the correct place greatly improves realism over the current random buildings/sparse