Using OSM Vector Data in FlightGear: Difference between revisions

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→‎Procedural Buildings & Cities (radi & vanosten): http://forum.flightgear.org/viewtopic.php?f=5&t=17598&start=15#p177054
m (→‎Procedural Buildings & Cities (radi & vanosten): http://forum.flightgear.org/viewtopic.php?f=5&t=17598&p=166686#p167042)
m (→‎Procedural Buildings & Cities (radi & vanosten): http://forum.flightgear.org/viewtopic.php?f=5&t=17598&start=15#p177054)
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I have built some paper based algorithms and the next thing is to try the stuff in programming. I will most probably go for a Java based prototype using the JTS Topology Suite library.
I have built some paper based algorithms and the next thing is to try the stuff in programming. I will most probably go for a Java based prototype using the JTS Topology Suite library.
If the prototype prooves sucessful and estimates for the next step do not look too bad, then I need to take a decision with your input, whether to port it to C++ / GEOS or C++ / Simgear. However this would mean that i need to learn C++.
If the prototype prooves sucessful and estimates for the next step do not look too bad, then I need to take a decision with your input, whether to port it to C++ / GEOS or C++ / Simgear. However this would mean that i need to learn C++.
I finally got bob.pl working using a custom Java program, which also reads the height to place the buildings (I will share the java program once it works outside Eclipse without hassle). Basically I now have 9000 objects around LSZR at the lake of Constance in Switzerland. See following image (which looks good, but which I think still shows a case for intelligently generating all those buildings, which are not yet in OSM datasource).
9000 objects means 9000 *.ac files - a lot of which could be reduced to a few, if objects would be intelligently replaced by shared objects (e.g. for residential houses, not so much for other buildings). Which leads to the following questions:
* Right now startup is very slow due to scenery loading. Would the startup be significantly (linearily) be faster, if e.g. 60-70% of the buildings were shared buildings?
* At night all the buildings generated by bob.pl are without lights. Could that be changed or would that again be a case for using shared buildings?
* bob.pl is written in Perl FG is written in C++. Is there a policy against writing some of the scenery tools in e.g. Java, if one would like to contribute?
* A previous post by Soitanen in this thread used OBJECT_STATIC_AGL to dynamically get the height over sea level for the buildings. However I guess that precalculating during scenery generation is worth the hassle in order to reduce CPU?


===Populate FG world with OSM data (F-JJTH) ===
===Populate FG world with OSM data (F-JJTH) ===

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