Re: [Flightgear-devel] Texture oddities in Hi-rez scenery
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 __ Get a sneak peak at messages with a handy reading pane with All new Yahoo! Mail: http://ca.promos.yahoo.com/newmail/overview2/ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Texture oddities in Hi-rez scenery
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 __ Get a sneak peak at messages with a handy reading pane with All new Yahoo! Mail: http://ca.promos.yahoo.com/newmail/overview2/ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Texture oddities in Hi-rez scenery
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. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel