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#p177062
(→‎Procedural Buildings & Cities (radi & vanosten): http://forum.flightgear.org/viewtopic.php?f=5&t=17598&start=15#p177152)
m (→‎Procedural Buildings & Cities (radi & vanosten): http://forum.flightgear.org/viewtopic.php?f=5&t=17598&start=15#p177062)
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Some facade texturing is also done. Roof geometry and texturing is still work in progress
Some facade texturing is also done. Roof geometry and texturing is still work in progress
'''vanosten:''' I understand there are advantages to do stuff on the fly - it might be even faster to do calculations than reading detailed info like ac-files from the file system. However I wonder whether it really is the same thing that people try to accomplish. Together with Radi I want with osm2city make a plausible world, which satisfies also someone on sightseeing with a helicopter, who knows the area. The other is generating a plausible world. The first one needs a lot of parametrization and logic on a per object level. If the first one can be satisfied with on-the-fly processing, then I would look into porting code to C++ and learning C++. If not, then potentially we should leave the initiatives apart?
 
 
'''vanosten:'''  
I first let bob.pl generate all *.ac files and *stg entries. Then I parse the *.stg files for lines starting with OBJECT_STATIC, get out the lat and long, set the properties, wait 1 second and then get /position/ground-elev-m, which I write back to the file (instead of -9999).
 
I understand there are advantages to do stuff on the fly - it might be even faster to do calculations than reading detailed info like ac-files from the file system. However I wonder whether it really is the same thing that people try to accomplish. Together with Radi I want with osm2city make a plausible world, which satisfies also someone on sightseeing with a helicopter, who knows the area. The other is generating a plausible world. The first one needs a lot of parametrization and logic on a per object level. If the first one can be satisfied with on-the-fly processing, then I would look into porting code to C++ and learning C++. If not, then potentially we should leave the initiatives apart?


I agree that we might have to go with less details and a few / couple of buildings - maybe even replacing existing OSM floorplans in place. It is not about matching reality - it is about making something that looks realistic.  
I agree that we might have to go with less details and a few / couple of buildings - maybe even replacing existing OSM floorplans in place. It is not about matching reality - it is about making something that looks realistic.  

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