Re: [Flightgear-devel] procedural bridge generation
Hi Adrian, I was thinking to circumvent the Terragear toolchain completely (for now), and 'just' generate 3d bridge models based on OSM data. These could then go into the scenery DB, perhaps with a tag that indicates they were automatically generated. I _guess_ the next scenery build will include OSM roads, so the location of the bridges should be fine? BTW: I recall there were plans to including other OSM objects. Is there some progress beyond what's listed in http://wiki.flightgear.org/OpenStreetMap_import ? Tom -- October Webinars: Code for Performance Free Intel webinars can help you accelerate application performance. Explore tips for MPI, OpenMP, advanced profiling, and more. Get the most from the latest Intel processors and coprocessors. See abstracts and register http://pubads.g.doubleclick.net/gampad/clk?id=60133471iu=/4140/ostg.clktrk ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] procedural bridge generation
Thomas, De : Thomas Albrecht ra...@web.de Envoyé le : Lundi 23 septembre 2013 22h38 Objet : Re: [Flightgear-devel] procedural bridge generation I was thinking to circumvent the Terragear toolchain completely (for now), and 'just' generate 3d bridge models based on OSM data. These could then go into the scenery DB, perhaps with a tag that indicates they were automatically generated. I _guess_ the next scenery build will include OSM roads, so the location of the bridges should be fine? Yes the next terrain will use OSM data. We're also planning not to draw the bridges and tunnels shown by OSM, so you'd have the place to show them. BTW: I recall there were plans to including other OSM objects. Is there some progress beyond what's listed in http://wiki.flightgear.org/OpenStreetMap_import ? Not to my knowledge, we lack manpower there. Oliver -- October Webinars: Code for Performance Free Intel webinars can help you accelerate application performance. Explore tips for MPI, OpenMP, advanced profiling, and more. Get the most from the latest Intel processors and coprocessors. See abstracts and register http://pubads.g.doubleclick.net/gampad/clk?id=60133471iu=/4140/ostg.clktrk___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] procedural bridge generation
On Sunday, September 22, 2013 12:34:32 Thomas Albrecht wrote: With my python coding for OSM buildings in FG coming along nicely, I recently thought about creating semi-generic bridges. Is anyone else working on this? Or is anyone aware of an open source procedural bridge generator? Searching the net mostly turned out stuff for Houdini etc. Tom Hi Tom, I think this came up before, and the conclusion was that it's difficult to do this outside of Terragear, since the tile structure only stores the polygons and their types, not neighbours (yet). So this should start somewhere in the clipper, but Terragear has underwent a heavy refactoring recently, and I'm no longer familiar with the code. I'm speaking as the guy who coded tens of python scripts to bring real AI schedules into Flightgear, so I'd wish it was possible to do this in Python. Cheers, Adrian -- LIMITED TIME SALE - Full Year of Microsoft Training For Just $49.99! 1,500+ hours of tutorials including VisualStudio 2012, Windows 8, SharePoint 2013, SQL 2012, MVC 4, more. BEST VALUE: New Multi-Library Power Pack includes Mobile, Cloud, Java, and UX Design. Lowest price ever! Ends 9/22/13. http://pubads.g.doubleclick.net/gampad/clk?id=64545871iu=/4140/ostg.clktrk ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] procedural bridge generation
Hallo Thomas, De : Thomas Albrecht ra...@web.de Envoyé le : Dimanche 22 septembre 2013 11h34 Objet : [Flightgear-devel] procedural bridge generation With my python coding for OSM buildings in FG coming along nicely, I recently thought about creating semi-generic bridges. Is anyone else working on this? Or is anyone aware of an open source procedural bridge generator? Searching the net mostly turned out stuff for Houdini etc. That's an interesting stuff. We - I mean the guys interested in the scenery-terrain stuff - have been talking about this, but for now there are other priorities. There are some static models for bridges around the world, but where there is none, having a generic one would be great indeed. Olivier -- LIMITED TIME SALE - Full Year of Microsoft Training For Just $49.99! 1,500+ hours of tutorials including VisualStudio 2012, Windows 8, SharePoint 2013, SQL 2012, MVC 4, more. BEST VALUE: New Multi-Library Power Pack includes Mobile, Cloud, Java, and UX Design. Lowest price ever! Ends 9/22/13. http://pubads.g.doubleclick.net/gampad/clk?id=64545871iu=/4140/ostg.clktrk___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel