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== The new System == | == The new System == | ||
{{FGCquote | |||
|We currently use instanced buildings to save memory. We've also added<br/> | |||
deferred loading of models (including buildings) for the same purpose and<br/> | |||
to separate loading of the tile itself from the objects within the tile.<br/> | |||
<br/> | |||
However, instanced buildings have some limitations. In particular, the C++<br/> | |||
placement code doesn't know the specific size of a building at a given<br/> | |||
point, so has to assume it's the largest size from a set when ensuring that<br/> | |||
it doesn't overlap with the triangle edge. With Scenery 2.0, that causes a<br/> | |||
problem as the triangles are much smaller in urban areas due to the<br/> | |||
increased road resolution, so you may see a decrease in building density.<br/> | |||
This can be addressed by clipping against the polygon edge rather than the<br/> | |||
triangle edge. I had some code to do this, but it increased load times due<br/> | |||
to the increased computations and had some bugs as well. | |||
|{{cite web |url=http://sourceforge.net/p/flightgear/mailman/message/32337029/ | |||
|title=<nowiki>Re: [Flightgear-devel] cities in FG & how to move forward</nowiki> | |||
|author=<nowiki>Stuart Buchanan</nowiki> | |||
|date=<nowiki>2014-05-14</nowiki> | |||
}} | |||
}} | |||
As of 05/2012, FlightGear supports a new "random buildings" feature, buildings are generated at runtime and placed in Urban and Town areas. In v2.8.0 these take up a lot of memory, but in subsequent releases this has been improved significantly. | As of 05/2012, FlightGear supports a new "random buildings" feature, buildings are generated at runtime and placed in Urban and Town areas. In v2.8.0 these take up a lot of memory, but in subsequent releases this has been improved significantly. | ||