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[[File:Random-buildings.jpg|thumb|Random Buildings]] | [[File:Random-buildings.jpg|thumb|Random Buildings]] | ||
As of 05/2012, FlightGear support "random buildings", which 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. | |||
Building generation is configurable through materials.xml, and documented in Docs/README.materials. It is designed to be flexible enough that we can have different types of cities in Europe compared with the USA, or Africa. The current texture used for the buildings is a proof of concept, and rather limited by Stuart's artistic abilities. If anyone is interested in creating a better texture, please get in touch with Stuart on the mailing list or forums. | Building generation is configurable through materials.xml, and documented in [http://gitorious.org/fg/fgdata/blobs/master/Docs/README.materials $FG_ROOT/Docs/README.materials ]. It is designed to be flexible enough that we can have different types of cities in Europe compared with the USA, or Africa. The current texture used for the buildings is a proof of concept, and rather limited by Stuart's artistic abilities. If anyone is interested in creating a better texture, please get in touch with Stuart on the mailing list or forums. | ||
At a functional level, there are three different size of buildings | At a functional level, there are three different size of buildings | ||
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sizes of each building. The actual buildings are then generated by | sizes of each building. The actual buildings are then generated by | ||
FG itself directly as OSG primitives. | FG itself directly as OSG primitives. | ||
For those interested, the technical background is as follows: | For those interested, the technical background is as follows: | ||
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- a single 1024x1024 texture is used for all the buildings, minimizing | - a single 1024x1024 texture is used for all the buildings, minimizing | ||
the number of state changes on the GPU | the number of state changes on the GPU | ||
= Related = | = Related = |