Re: [Flightgear-devel] Random Buildings improvements - phase 1

2012-04-30 Thread Renk Thorsten
I've just checked in a change so the buildings now use the Effects system properly, which includes a global cache of the textures. This might help. Nice - have to try this. Btw - could you take a look at the ambient value of the material declaration? I have the feeling it is very low, I'm

Re: [Flightgear-devel] Random Buildings improvements - phase 1

2012-04-30 Thread Stuart Buchanan
On Mon, Apr 30, 2012 at 11:56 AM, Renk Thorsten wrote: Btw - could you take a look at the ambient value of the material declaration? I have the feeling it is very low, I'm getting very black shadows for low sun, much more than for the typical static building. From memory, I've set it to 0.3.

Re: [Flightgear-devel] Random Buildings improvements - phase 1

2012-04-30 Thread Renk Thorsten
From memory, I've set it to 0.3. It is configurable in the data/Effects/buidling.eff file under parameters/material/ambient if you want to have a look yourself. I'm happy to accept a change to the value - I haven't spent any time tuning it. Okay, that explains it. I think it should be in

[Flightgear-devel] Random Buildings improvements - phase 1

2012-04-28 Thread Stuart Buchanan
Hi All, I've made a couple of updates to the random buildings to address some of the feedback received so far. 1) As suggested by Thorsten R. I've changed the placement algorithm from random to a grid-like arrangement. This should allow faster scenery generation, as it allows me to reduce the

Re: [Flightgear-devel] Random Buildings improvements - phase 1

2012-04-28 Thread James Turner
On 28 Apr 2012, at 20:10, Stuart Buchanan wrote: 3) I've reduce the number of Drawables generated by reducing the quad tree depth from 3 to 2, and reducing the number of LoD leaf nodes from 10 to 4. James Turner - I'd be very interested if this change improves your framerates. Sadly no (I