Re: [Flightgear-devel] procedural bridge generation

2013-09-23 Thread Thomas Albrecht
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


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Re: [Flightgear-devel] procedural bridge generation

2013-09-23 Thread Olivier
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
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Re: [Flightgear-devel] procedural bridge generation

2013-09-22 Thread Adrian Musceac
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

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Re: [Flightgear-devel] procedural bridge generation

2013-09-22 Thread Olivier
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
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