stuart wrote in Sun Nov 18, 2018 11:08 pm:adam_one: I think you're just hitting the limitations of loading time for the large model files that osm2city is generating, unfortunately. There's also an interaction with OSG's PagedLOD which can result in models being unloaded earlier than you might want.
Rick and I have been discussing how to address this, and I've just pushed a change for 2018.4 which would allow using shaders for the OSM buildings: https://sourceforge.net/p/flightgear/ma ... /36470886/
-Stuart
The very first proof of concept is very promising. I have just run a first iteration over Edinburgh, which has about 72k buildings in tile 2892923. Writing all buildings either attached to another, having parent/child relations or being larger than 200 m2 the usual way and the rest with the new BUILDING_LIST STG-verb, results in ca. 25 MB disk used for meshes for ca. 13k buildings and 1.1 MB disk used for the test ca. 60k buildings in random buildings.
Not only is this a order of magnitude improvement in disk space, but my little old development notebook happily loads both - and the random buildings are loaded fast.
As you can tell from the pictures below (not mixed with mesh-based buildings) I will have to correct the corner and angle of buildings along streets and a lot of other stuff together with Stuart to get more variety etc. However the future looks very promising
Given that Stuart's code is region based, there is regionalisation included from the start - so texture artist will be able to make sure that a house in Scandinavia looks different from one in Scotland or Gran Canaria or ...
Btw: the idea is that certain buildings in OSM (based on size and tags and geometry and ...) will continue to be generated in meshes, but the number might decrease over time.