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(→Features: https://gitorious.org/fg-radi/osm2city) |
(status updates. More inviting 'contributing' section.) |
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== Planned Features == | == Planned Features == | ||
* make command line interface. Currently, everything is hard-coded. | * make command line interface. Currently, everything is hard-coded. | ||
* also parse OSM 'relation' tag and create 'buildings with holes' | |||
* more complex roof shapes, put these into separate LOD | |||
:* 2013/05: got permission from Olivier Teboul to use his python implementation of the straight skeleton algorithm | |||
* more complex facade generation. Currently, all sides get same texture | |||
* Rembrandt lighting | * Rembrandt lighting | ||
* put shared models if/where OSM indicates so: gas stations... | * put shared models if/where OSM indicates so: gas stations... | ||
* use residential/industrial/commercial tags/areas. ATM, all is residential. | * use residential/industrial/commercial tags/areas. ATM, all is residential. | ||
* geometry cleanup, simplify too complex buildings (what is "too complex"?) | * geometry cleanup, simplify too complex buildings (what is "too complex"?) | ||
:* 2013/05: started: now we use shapely's simplify method for that | |||
* use more LOD levels, write them to different .ac so users can easily reduce building density, therefore improve performance | * use more LOD levels, write them to different .ac so users can easily reduce building density, therefore improve performance | ||
:* 2013/05: started: now roofs go into separate LOD | |||
:* put large buildings into one ac, sort/rate buildings by stand-out-ness | :* put large buildings into one ac, sort/rate buildings by stand-out-ness | ||
:* then ship light/med/full .stg | :* then ship light/med/full .stg | ||
* mid-term: develop this into a city-engine that procedurally generates a city based on OSM roads. | |||
* long-term: integrate into FG to do all this on the fly. | |||
== Ideas == | == Ideas == | ||
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* adjust LOD range in FG | * adjust LOD range in FG | ||
* use less buildings: increase min_area, LOD_percentage | * use less buildings: increase min_area, LOD_percentage | ||
(- use smaller tiles? Tradeoff between distance calculations/xml parsing and GPU) | (- use larger/smaller tiles? Tradeoff between distance calculations/xml parsing and GPU) | ||
== Contributing == | == Contributing == | ||
You know some python? Or you're keen on writing docs? Or just want to use osm2city, but got stuck somewhere? Contact radi on the FG forum. | |||
None of the above? Take [[Howto:Create_textures_from_photos|pictures]] of buildings where you live! I'm especially interested in south-east asian style architecture, as I'm planning to populate Hong Kong Kai Tak (VHXX) in the future. | |||
== Related == | == Related == | ||
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