Re: [Flightgear-devel] Texture oddities in Hi-rez scenery

2009-11-13 Thread Jason Cox
Cullum,
much like yourself I am building higher res scenery.

Long story short, I changed the timeout to build tiles and found that my
scenery blew up just as yours did (http://globelock.menu.nu/fgfs.png)

have you made any progress?
Jason



On Tue, 2009-11-10 at 04:00 -0800, cullam Bruce-Lockhart wrote:
 Sorry I didn't get back to everyone on their input sooner, I was out of town 
 for most of the last week. 
 
 The work I'm doing is with UAVs; specifically I'm trying to give a human on 
 the ground the ability to take control of a UAV. So I'm using Flightgear as 
 the Visual Rendering Platform. It takes it's flightmodel and position from 
 the live telemetry feed coming down from the plane. It shows the human pilot 
 a fairly accurate picture of what would be seen if they were looking out the 
 cockpit window, and allows them to control the plane directly. We've done the 
 setup for this, and had no trouble, but I haven't actually tried letting a 
 human take control yet. Up until now, it's been impossible, as the scenery we 
 had was very inaccurate. With the stuff I'm building now, it might be doable. 
 
  The problem (most likely) is that the structure size of the index is a
  16 bit signed word.  This means once you exceed 32767 texture
  coordinates, the mapping will go all goofy on you.
 
  I had a local mod here that switched to using unsigned indices which
  doubles your capacity, but in high res scenery, even this is easy to
  exceed.  I think this also required a change on the FlightGear side (but
  it was backwards compatible.)
 ...
 
 Any idea where I might go in the program to make such changes? While doubling 
 the size wouldn't fix the problem, it would at least raise the limits 
 somewhat. Given the amount of time I have left to work on this project, I 
 doubt I'm going to get a chance to make massive changes to the way Terragear 
 and Flightgear handles scenery. So some of the other, more permanent 
 suggestions might not be feasible for me. 
 
 Certainly for the work I'm doing, changing the chunk size could work, 
 although I doubt I'd be able to implement it quickly enough to have it 
 working before my timeline runs out. But the piece of land I'm doing is an 
 island, so any inconsistencies between it and the rest of the world will be 
 in the ocean. 
 
 And I understand that not everyone will be able to run super hi-rez scenery. 
 But like I said, I'm working on this for a particular research goal with 
 UAVs. But I figure there might be people out there interested in having 
 access to the final product for their own flying pleasure. I don't expect it 
 would become part of the official scenery. 
 
 And with that, I'm off to work on getting terragear to automatically assign 
 all steep triangles a cliff texture. It's something that my scenery 
 desperately needs. I'm not sure if that's a feature that other people might 
 benefit from in their own builds. If it is, let me know. Hopefully I'll get 
 it working... 
 -cullam
 
 
 
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Re: [Flightgear-devel] Texture oddities in Hi-rez scenery

2009-11-10 Thread cullam Bruce-Lockhart
Sorry I didn't get back to everyone on their input sooner, I was out of town 
for most of the last week. 

The work I'm doing is with UAVs; specifically I'm trying to give a human on the 
ground the ability to take control of a UAV. So I'm using Flightgear as the 
Visual Rendering Platform. It takes it's flightmodel and position from the live 
telemetry feed coming down from the plane. It shows the human pilot a fairly 
accurate picture of what would be seen if they were looking out the cockpit 
window, and allows them to control the plane directly. We've done the setup for 
this, and had no trouble, but I haven't actually tried letting a human take 
control yet. Up until now, it's been impossible, as the scenery we had was very 
inaccurate. With the stuff I'm building now, it might be doable. 

 The problem (most likely) is that the structure size of the index is a
 16 bit signed word.  This means once you exceed 32767 texture
 coordinates, the mapping will go all goofy on you.

 I had a local mod here that switched to using unsigned indices which
 doubles your capacity, but in high res scenery, even this is easy to
 exceed.  I think this also required a change on the FlightGear side (but
 it was backwards compatible.)
...

Any idea where I might go in the program to make such changes? While doubling 
the size wouldn't fix the problem, it would at least raise the limits somewhat. 
Given the amount of time I have left to work on this project, I doubt I'm going 
to get a chance to make massive changes to the way Terragear and Flightgear 
handles scenery. So some of the other, more permanent suggestions might not be 
feasible for me. 

Certainly for the work I'm doing, changing the chunk size could work, although 
I doubt I'd be able to implement it quickly enough to have it working before my 
timeline runs out. But the piece of land I'm doing is an island, so any 
inconsistencies between it and the rest of the world will be in the ocean. 

And I understand that not everyone will be able to run super hi-rez scenery. 
But like I said, I'm working on this for a particular research goal with UAVs. 
But I figure there might be people out there interested in having access to the 
final product for their own flying pleasure. I don't expect it would become 
part of the official scenery. 

And with that, I'm off to work on getting terragear to automatically assign all 
steep triangles a cliff texture. It's something that my scenery desperately 
needs. I'm not sure if that's a feature that other people might benefit from in 
their own builds. If it is, let me know. Hopefully I'll get it working... 
-cullam



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Re: [Flightgear-devel] Texture oddities in Hi-rez scenery

2009-11-10 Thread Martin Spott
cullam Bruce-Lockhart wrote:

 And I understand that not everyone will be able to run super hi-rez
 scenery.

Well, as long as it covers just an island of reasonably small size, it
might well make sense to have it in the general World Scenery. Land
cover vector data is most appreciated.

Please be aware that these texture oddities are not the only source
of trouble with TerraGear, especially when you're going after detailed
land cover data. Some of the processing in 'construct' is designed to
work most of the time but still requires some tuning (or being
re-written) in order to be logically consistent.
Therefore, if you plan to get your hands dirty, pulling the 'construct'
tool apart into different steps would probably be a good start.

Cheers,
Martin.
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