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 generating random model placements,
> > > > to ensure that a building is in the same place on every
> > > > computer.
> > >
> > > 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).
> > >
> > > Erik
> >
> > It's a sad fact that much of which used to make FG extremely
> > stable and consistant has been sacrificed to implement new
> > features.
> >
> > Sorry folks, but all the new developments in FG, over the past
> > few years, have come at the cost of stability and robustness.
>
> Codswallop :)
>
> This particular bug is in a feature that was introduced in
> post-plib, and is not a regression, as you seem to be implying.
>
> 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.
>
> I remember the 0.9.8 and 0.9.9 releases all having issues, just
> as the 1.9.1b has and 2.0.0 releases will have. People have
> worked very hard to track down difficult bugs such as the NaN
> issue and to ensure consistency when enhancing FG (e.g. the sound
> system)..
>
> CVS has possibly become a little less stable, but I can't say
> that I've noticed, and my understanding is that the release team
> are working from a GIT branch of known-stable code to ensure that
> we've got a stable release.
>
> Sniping from the side-lines has absolutely no value unless you're
> prepared to roll up your sleeves, which you've stated you aren't.
>
> -Stuart

In the past I was able to track down and fix a couple of minor code 
bugs, and add a couple of new filter types, but I simply don't have 
the C++ and OOP skills to delve more deeply into the code; it's not 
a question of not being "prepared to roll up my sleeves" but rather 
that to do so would just leave me standing around with cold arms.

LeeE

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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 for a dense forest  ;-)

Martin.
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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 release.
>
> 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.
>
Here's a wild idea - once an object has been placed, why not record it's 
position in a configuration file?  That would ensure that no matter what, 
objects would be consistant from run to run, but people could share the 
configurations among themselves so when flying multi-player the objects 
would be in the same place for everyone that used that object position 
configuration file...

g.


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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. It is tested and works 
> > reliably. After the release we could discuss if this is the right 
> > approach or using random would be better.
> 
> Ok, this turn out not to be perfect;
> When starting at a different airport and then switching to KSFO (and 
> probably when flying around for some time and returning to KSFO) you 
> might find a different building at places then before. But at least 
> that's consistent (also between sessions).

Thanks for sorting this out.

I think the solution I proposed should resolve the remaining issues, and
using lat/lon to inform the seeding process should create more 
pseudo-randomnes. I'll look into this in more detail once I have a working
development machine.

-Stuart



  

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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 
> reliably. After the release we could discuss if this is the right 
> approach or using random would be better.

Ok, this turn out not to be perfect;
When starting at a different airport and then switching to KSFO (and 
probably when flying around for some time and returning to KSFO) you 
might find a different building at places then before. But at least 
that's consistent (also between sessions).

Erik

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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 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 
reliably. After the release we could discuss if this is the right 
approach or using random would be better.

Erik

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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 FlightGear did this already for a very long time. I know 
> because I started the discussion about it back then.

looking at the code:
mt_init(&seed, unsigned(123));

Note that back then first I used a random seed of lat*36000+lon*100 (or 
vice versa) of the tile center as a seed, making each tile more random.

Erik

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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 release date, and any
plan for a follow-up maintenance release I'm more than happy 
to leave this to your judgement. 

-Stuart



  

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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 very long time. I know 
because I started the discussion about it back then.

Erik

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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 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.

Erik

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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 a building is in the same place on every computer.
> >
> > 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).
> >
> > Erik
> 
> It's a sad fact that much of which used to make FG extremely stable 
> and consistant has been sacrificed to implement new features.
> 
> Sorry folks, but all the new developments in FG, over the past few 
> years, have come at the cost of stability and robustness.  

Codswallop :)

This particular bug is in a feature that was introduced in post-plib, and is
not a regression, as you seem to be implying. 

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.

I remember the 0.9.8 and 0.9.9 releases all having issues, just as the 1.9.1b 
has
and 2.0.0 releases will have. People have worked very hard to track down 
difficult bugs
such as the NaN issue and to ensure consistency when enhancing FG (e.g. the
sound system)..

CVS has possibly become a little less stable, but I can't say that I've 
noticed, and
my understanding is that the release team are working from a GIT branch of 
known-stable code to ensure that we've got a stable release.

Sniping from the side-lines has absolutely no value unless you're prepared to 
roll 
up your sleeves, which you've stated you aren't.

-Stuart



  

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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
> > 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 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).
> >>
> >>
> >I'm a bit confused. Are random objects actually starting up at different
> points in each run
> > now? I haven't noticed that nor have I seen a report of that. All I've
> seen in this thread is
> > that the code that resets the random generator in each tile (well,
> several times per tile)
> > may be affecting the "random" distribution of some models.
>
> 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 location varies
> from run to run. The effect can be quite subtle because the position of the
> object (and any trees) stay
> the same, and a lot of our object definitions only have a single 
> element so you often don't
> see the bug for large objects.
>
> >From a code read I think the problem is that we don't actually define the
> specific  element
> to use in obj.cxx, but it gets selected later in
> SGMatModel::get_random_model(), which still uses
> sg_random() rather than the mt_rand(&seed) code used elsewhere. This in
> turn is called by
> sgGetRandomModel(), which is called by SGLoadBTG().
>
> I was wondering about that while looking at the code last night.

> So, I think the fix is for SGLoadBTG() to pass the seed generated at
> obj.cxx line 606 down through
> sgGetRandomModel() and for get_random_model() to use a call to
> mt_rand(&seed) rather than
> sg_random() to determine the actual model to generate.
>
> The mt_rand code generates the same set of pseudo-random numbers across
> runs (and I believe computers)
>
> Apologies again that I can't fix this myself right now, but hopefully that
> should fix the problem in time for
> the release.
>
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.

Tim
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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 location varies 
> from run to run. The effect can be quite subtle because the position of the 
> object (and any trees) stay
> the same, and a lot of our object definitions only have a single  
> element so you often don't
> see the bug for large objects.

Indeed that was also my conclusion.

Erik

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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 ensure that a building is in the same place on
> every computer.
>>
>>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).
>>
>>
>I'm a bit confused. Are random objects actually starting up at different 
>points in each run
> now? I haven't noticed that nor have I seen a report of that. All I've seen 
> in this thread is 
> that the code that resets the random generator in each tile (well, several 
> times per tile) 
> may be affecting the "random" distribution of some models.

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 location varies 
from run to run. The effect can be quite subtle because the position of the 
object (and any trees) stay
the same, and a lot of our object definitions only have a single  element 
so you often don't
see the bug for large objects.

>From a code read I think the problem is that we don't actually define the 
>specific  element
to use in obj.cxx, but it gets selected later in 
SGMatModel::get_random_model(), which still uses
sg_random() rather than the mt_rand(&seed) code used elsewhere. This in turn is 
called by
sgGetRandomModel(), which is called by SGLoadBTG().

So, I think the fix is for SGLoadBTG() to pass the seed generated at obj.cxx 
line 606 down through 
sgGetRandomModel() and for get_random_model() to use a call to mt_rand(&seed) 
rather than 
sg_random() to determine the actual model to generate. 

The mt_rand code generates the same set of pseudo-random numbers across runs 
(and I believe computers)

Apologies again that I can't fix this myself right now, but hopefully that 
should fix the problem in time for
the release.

-Stuart


  

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Re: [Flightgear-devel] [FlightGear-devel] materials.xml request

2010-01-31 Thread Erik Hofman
J. Holden wrote:
>> I'm a bit confused. Are random objects actually starting up at different
> points in each run now? I haven't noticed that nor have I seen a report of
> that. All I've seen in this thread is that the code that resets the random
> generator in each tile (well, several times per tile) may be affecting the
> "random" distribution of some models.
> 
> I have not seen anything proving this is broken (did a couple test flights), 
> can someone please independently verify that this code is indeed broken?

Hm, I did e few tests myself yesterday. I'll try to do a few more to check.

Erik

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Re: [Flightgear-devel] [FlightGear-devel] materials.xml request

2010-01-31 Thread J. Holden

> I'm a bit confused. Are random objects actually starting up at different
points in each run now? I haven't noticed that nor have I seen a report of
that. All I've seen in this thread is that the code that resets the random
generator in each tile (well, several times per tile) may be affecting the
"random" distribution of some models.

I have not seen anything proving this is broken (did a couple test flights), 
can someone please independently verify that this code is indeed broken?

Cheers
John

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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 model placements, to ensure
>>> > > that a building is in the same place on every computer.
>>>   
>> >
>> > 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).
>> >
>> > Erik
>> 
>
> It's a sad fact that much of which used to make FG extremely stable 
> and consistant has been sacrificed to implement new features.
>
> Sorry folks, but all the new developments in FG, over the past few 
> years, have come at the cost of stability and robustness.  What has 
> stopped me from contributing to FG has been a combination of 
> unaddressed show-stopping bugs, a reliance upon non-standard 
> dependencies, all topped off with an obsolete architecture.
>
> Having said that, I'm not trying to criticise anyone; I remember 
> Curt remarking on more than one occasion that trying to coordinate 
> FG development was like trying to heard cats, but FG long ago 
> became bigger than any of its contributors.  It seems to me that 
> perhaps part of the the problem is that not all of the contributors 
> to FG realise that.
>
> LeeE
>
>
>   
That is my impression too.

ThorX


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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 in the same place
> on
> > every computer.
>
> 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).
>
> I'm a bit confused. Are random objects actually starting up at different
points in each run now? I haven't noticed that nor have I seen a report of
that. All I've seen in this thread is that the code that resets the random
generator in each tile (well, several times per tile) may be affecting the
"random" distribution of some models.

Tim

> Erik
>
>
> --
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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.


On Sun, Jan 31, 2010 at 1:41 PM, Stuart Buchanan wrote:

> 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
> > > every computer.
> >
> > 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, I've had a quick look at the code in question
> (simgear/scene/tgdb/odj.cxx
> computeRandomObjects), and it doesn't look like it has changed since I
> wrote it, so
> I'm surprised it no-longer works.
>
> Unfortunately I can't test this at present as my graphics card is kaput.
> That isn't going
> to be resolved for a couple of weeks, so if someone wants to take a look,
> they are
> welcome.
>
> Sorry I can't be of more help, or maintain my own code in a timely manner
> at present.
>
> -Stuart
>
>
>
>
>
>
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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 same place on every computer.
>
> 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).
>
> Erik

It's a sad fact that much of which used to make FG extremely stable 
and consistant has been sacrificed to implement new features.

Sorry folks, but all the new developments in FG, over the past few 
years, have come at the cost of stability and robustness.  What has 
stopped me from contributing to FG has been a combination of 
unaddressed show-stopping bugs, a reliance upon non-standard 
dependencies, all topped off with an obsolete architecture.

Having said that, I'm not trying to criticise anyone; I remember 
Curt remarking on more than one occasion that trying to coordinate 
FG development was like trying to heard cats, but FG long ago 
became bigger than any of its contributors.  It seems to me that 
perhaps part of the the problem is that not all of the contributors 
to FG realise that.

LeeE

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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, I've had a quick look at the code in question 
> (simgear/scene/tgdb/odj.cxx
> computeRandomObjects), and it doesn't look like it has changed since I wrote 
> it, so
> I'm surprised it no-longer works.
> 
> Unfortunately I can't test this at present as my graphics card is kaput. That 
> isn't going
> to be resolved for a couple of weeks, so if someone wants to take a look, 
> they are
> welcome.
> 
> Sorry I can't be of more help, or maintain my own code in a timely manner at 
> present.

Oh, it's not a show stopper but it was a feature I found to be one of 
the nice things about FlightGear. Maybe I will take a look at it some time.

Erik

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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 
> > every computer.
> 
> 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, I've had a quick look at the code in question (simgear/scene/tgdb/odj.cxx
computeRandomObjects), and it doesn't look like it has changed since I wrote 
it, so
I'm surprised it no-longer works.

Unfortunately I can't test this at present as my graphics card is kaput. That 
isn't going
to be resolved for a couple of weeks, so if someone wants to take a look, they 
are
welcome.

Sorry I can't be of more help, or maintain my own code in a timely manner at 
present.

-Stuart



  

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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 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).

Erik

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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 water-tower may be an artifact of 
> the
> random number generator, though having one every 300,000 m^2 was also a bit
much!

> However, I've never investigated sufficiently to determine if that
> is the case.

Stuart:

What happened is that towns are usually defined as points, which get 
interpreted by the scenery-generation system as the landcover type "town". Back 
when the water tower was first implemented, towns were turned into squares 
about 1km on a side and there was one water tower per town.

As myself and others have improved on the quality of the scenery, these "towns" 
went from small squares with one church, water tower, house, etc to much larger 
expanses with many churches, water towers, et cetera.

I like those shared German and Dominicaian houses in the shared model directory 
for town autogen... perhaps those could be substituted in the water tower's 
wake? However, I don't have cvs privileges... has someone stepped up to the 
plate and fixed this yet?

Cheers
John

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Re: [Flightgear-devel] materials.xml request

2010-01-26 Thread Victhor Foster
I was wondering what those giant mushrooms were :P

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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.
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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'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 scenery.

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 water-tower may be an artifact of 
the 
random number generator, though having one every 300,000 m^2 was also a bit 
much!

However, I've never investigated sufficiently to determine if that
is the case.

-Stuart



  

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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/modelbrowser.php?shared=2

Nice, I've reorganized the town section a bit with this in mind.
Thanks!

Erik

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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,
Martin.
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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 scenery.

It would also be nice to have some more different small(ish) buildings.

Erik

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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, * remove them.
> 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. 

Actually this is something I strongly agree with - I have never seen any part 
of the world so heavily populated with ugly water towers as every minor 
village appears to be in FG.

They spoil the scenery so much that for years I've made sure the water tower 
model here is replaced by something more appropriate and less visually 
offensive (like a church or house).

Cheers,

AJ

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[Flightgear-devel] materials.xml request

2010-01-25 Thread J. Holden
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'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 scenery.

Cheers
John

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