Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Stuart Buchanan
Tim Moore wrote: On Sun, Jan 31, 2010 at 8:07 PM, Erik Hofman e...@ehofman.com wrote: Stuart Buchanan wrote: It's been a long time since I (re-)wrote the random object code for OSG, but my recollection is that we use the same random number seed when generating random model placements, to

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Erik Hofman
Stuart Buchanan wrote: I managed to do a couple of test-flights to validate Erik's bug report without crashing my GPU. The problem appears to be limited to the case where there are multiple object path elements defined under the object node. In this case, the actual object placed at a

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Tim Moore
On Mon, Feb 1, 2010 at 9:04 AM, Stuart Buchanan stuart_d_bucha...@yahoo.co.uk wrote: Tim Moore wrote: On Sun, Jan 31, 2010 at 8:07 PM, Erik Hofman e...@ehofman.com wrote: Stuart Buchanan wrote: It's been a long time since I (re-)wrote the random object code for OSG, but my recollection

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Stuart Buchanan
leee wrote: On Sunday 31 Jan 2010, Erik Hofman wrote: Stuart Buchanan wrote: It's been a long time since I (re-)wrote the random object code for OSG, but my recollection is that we use the same random number seed when generating random model placements, to ensure that a building is

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Erik Hofman
Tim Moore wrote: Since the bug is in model choice (not position), affects less than a third of the object definitions in materials.xml, and is being reported very late in our release process, I'm inclined to fix this in a 2.0.1 maintenance release. Another way to fix it is to use a

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Erik Hofman
Stuart Buchanan wrote: As I recall, the plib code didn't even attempt to make random object placement consistent across runs and I spent quite some time with help from a number of people in putting together something that provided that consistency. Actually FlightGear did this already for a

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Stuart Buchanan
Tim Moore wrote: Since the bug is in model choice (not position), affects less than a third of the object definitions in materials.xml, and is being reported very late in our release process, I'm inclined to fix this in a 2.0.1 maintenance release. As I'm out of the loop concerning the

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Erik Hofman
Erik Hofman wrote: Stuart Buchanan wrote: As I recall, the plib code didn't even attempt to make random object placement consistent across runs and I spent quite some time with help from a number of people in putting together something that provided that consistency. Actually FlightGear

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Erik Hofman
Erik Hofman wrote: Tim Moore wrote: Since the bug is in model choice (not position), affects less than a third of the object definitions in materials.xml, and is being reported very late in our release process, I'm inclined to fix this in a 2.0.1 maintenance release. Another way to fix

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Erik Hofman
Erik Hofman wrote: Another way to fix it is to use a round-robin method instead of using random for model selection. This would probably be an easy fix. This method is also used for multiple scenery textures. Alright, this is committed to CVS for now. It is tested and works reliably.

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Stuart Buchanan
Erik Hofman wrote: Erik Hofman wrote: Another way to fix it is to use a round-robin method instead of using random for model selection. This would probably be an easy fix. This method is also used for multiple scenery textures. Alright, this is committed to CVS for now. It is tested

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Martin Spott
Gene Buckle wrote: Here's a wild idea - once an object has been placed, why not record it's position in a configuration file? This _might_ work for 'normal' random objects since there are not too many objects, but will end up in a _very_ long list if you're trying to achieve the same results

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread leee
On Monday 01 Feb 2010, Stuart Buchanan wrote: leee wrote: On Sunday 31 Jan 2010, Erik Hofman wrote: Stuart Buchanan wrote: It's been a long time since I (re-)wrote the random object code for OSG, but my recollection is that we use the same random number seed when generating

Re: [Flightgear-devel] materials.xml request

2010-01-31 Thread Erik Hofman
Stuart Buchanan wrote: It's been a long time since I (re-)wrote the random object code for OSG, but my recollection is that we use the same random number seed when generating random model placements, to ensure that a building is in the same place on every computer. Looks like that part

Re: [Flightgear-devel] materials.xml request

2010-01-31 Thread Stuart Buchanan
Erik Hofman wrote: Stuart Buchanan wrote: It's been a long time since I (re-)wrote the random object code for OSG, but my recollection is that we use the same random number seed when generating random model placements, to ensure that a building is in the same place on every

Re: [Flightgear-devel] materials.xml request

2010-01-31 Thread Erik Hofman
Stuart Buchanan wrote: Erik Hofman wrote: Looks like that part is gone, at least the part where every random object in the scenery was in the same place every time you start up FlightGear. This used to be working at some point (and could be used for landmark navigation). Hmmm, I've had

Re: [Flightgear-devel] materials.xml request

2010-01-31 Thread leee
On Sunday 31 Jan 2010, Erik Hofman wrote: Stuart Buchanan wrote: It's been a long time since I (re-)wrote the random object code for OSG, but my recollection is that we use the same random number seed when generating random model placements, to ensure that a building is in the same place

Re: [Flightgear-devel] materials.xml request

2010-01-31 Thread Curtis Olson
Loosing this permanence of random object placement would be a bummer for anyone who is driving multiple displays from multiple computers. That's maybe a small segment of our user base, but it's these higher end professional users that often have budgets they are working with. Regards, Curt.

Re: [Flightgear-devel] materials.xml request

2010-01-31 Thread Tim Moore
On Sun, Jan 31, 2010 at 8:07 PM, Erik Hofman e...@ehofman.com wrote: Stuart Buchanan wrote: It's been a long time since I (re-)wrote the random object code for OSG, but my recollection is that we use the same random number seed when generating random model placements, to ensure that a

Re: [Flightgear-devel] [FlightGear-devel] materials.xml request

2010-01-31 Thread J. Holden
I'm a bit confused. Are random objects actually starting up at different points in each run now? I haven't noticed that nor have I seen a report of that. All I've seen in this thread is that the code that resets the random generator in each tile (well, several times per tile) may be affecting

Re: [Flightgear-devel] [FlightGear-devel] materials.xml request

2010-01-31 Thread Erik Hofman
J. Holden wrote: I'm a bit confused. Are random objects actually starting up at different points in each run now? I haven't noticed that nor have I seen a report of that. All I've seen in this thread is that the code that resets the random generator in each tile (well, several times per tile)

Re: [Flightgear-devel] materials.xml request

2010-01-26 Thread AJ MacLeod
On Tuesday 26 January 2010 04:09:15 J. Holden wrote: I don't know if we've gone final with everything yet, but if we haven't, would it be possible for somebody here to: * double-check to see if the mushroom water-towers still exist under the town definition in materials.xml; and, if so, *

Re: [Flightgear-devel] materials.xml request

2010-01-26 Thread Erik Hofman
J. Holden wrote: As we'll have a lot more areas defined as town in the upcoming scenery build, and there are far too many water towers per square land-area-measurement-category) in FG as it is, and it looks tacky. After the release, I'll try and look at improving the randomly generated

Re: [Flightgear-devel] materials.xml request

2010-01-26 Thread Martin Spott
Hi Erik, Erik Hofman wrote: It would also be nice to have some more different small(ish) buildings. Feel invited to have a look at the Models/Residential/ folder, there you'll find the content of this chapter: http://scenemodels.flightgear.org/modelbrowser.php?shared=2 Cheers,

Re: [Flightgear-devel] materials.xml request

2010-01-26 Thread Erik Hofman
Martin Spott wrote: Hi Erik, Erik Hofman wrote: It would also be nice to have some more different small(ish) buildings. Feel invited to have a look at the Models/Residential/ folder, there you'll find the content of this chapter:

Re: [Flightgear-devel] materials.xml request

2010-01-26 Thread Stuart Buchanan
J. Holden wrote: I don't know if we've gone final with everything yet, but if we haven't, would it be possible for somebody here to: * double-check to see if the mushroom water-towers still exist under the town definition in materials.xml; and, if so, * remove them. As we'll have a

Re: [Flightgear-devel] materials.xml request

2010-01-26 Thread syd adams
One airport in BC has a water tower directly at the end of the runway , (after Ifixed the scenery) ..and I discovered they are solid :) . Even one tower per town seems a bit much , I haven't seen anything quite like it in real life. Cheers

Re: [Flightgear-devel] materials.xml request

2010-01-26 Thread Victhor Foster
I was wondering what those giant mushrooms were :P -- The Planet: dedicated and managed hosting, cloud storage, colocation Stay online with enterprise data centers and the best network in the business Choose flexible

Re: [Flightgear-devel] materials.xml request

2010-01-26 Thread J. Holden
It's been a long time since I (re-)wrote the random object code for OSG, but my recollection is that we use the same random number seed when generating random model placements, to ensure that a building is in the same place on every computer. I suspect that part of the problem with the

[Flightgear-devel] materials.xml request

2010-01-25 Thread J. Holden
I don't know if we've gone final with everything yet, but if we haven't, would it be possible for somebody here to: * double-check to see if the mushroom water-towers still exist under the town definition in materials.xml; and, if so, * remove them. As we'll have a lot more areas defined as