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Random building density

Graphics issues like: bad framerates, weird colors, OpenGL errors etc. Bad graphics ar usually the result of bad graphics cards or drivers.
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Random building density

Postby V12 » Fri Oct 02, 2020 8:24 pm

In FG2019.1.2 I had /sim/rendering/random-building-density=10 and FG generated nice density cities :

Image

But version 2020.2.1 ignores this parameter and displays only few random buildings. Where is problem ?
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Re: Random building density

Postby Parnikkapore » Fri Oct 02, 2020 11:48 pm

I didn't even know that this option exists!
There are free alternatives to every program you encounter. You just have to find them.
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Re: Random building density

Postby V12 » Sat Oct 03, 2020 5:14 am

Exists in prop browser.
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Re: Random building density

Postby stuart » Sat Oct 03, 2020 11:14 am

Are you using the same scenery?

For architectural reasons, the random buildings code tries to place the buildings within the triangles of the scenery, without overlapping on the next triangle, which might be a road or cause overlap with other random buildings. More recent scenery has such small triangles that there isn't any space for buildings within the triangle.

I haven't attempted to fix this, as osm2city has far better algorithms for building placement than we can create within FG itself.

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Re: Random building density

Postby V12 » Sat Oct 03, 2020 2:10 pm

OK, thx.
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Re: Random building density

Postby V12 » Sun Oct 04, 2020 7:14 am

Random buildings density compare
FG 2019.1.2 :

Image

Image

vs FG 2020.2.1

Image

Image

Location :
Old Quito (SEQU), model shader switched off in both cases for better buildings visibility. Same scenery from Terrasync, building-density parameter set to 10
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Re: Random building density

Postby stuart » Sun Oct 04, 2020 8:16 am

Hmm. That’s interesting and suggests that there’s been a regression. I will take a look.
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Re: Random building density

Postby V12 » Thu Nov 12, 2020 10:30 am

Did You found reason ? OSM has too much GB...
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