There are no interstates on the version 3.2 I downloaded. I watched terrasync download additional data. Still no accurate roads.
The default install is flawed on the GAME SIDE.
Who cares what people think when you KNOW what you are doing is COOL and they don't even know what your talking about, they are just generally negative towards anything different than what they already understand.
SmergFerguson wrote in Fri Jan 02, 2015 1:56 pm:Is there a way to change plane type in game and keep your altitude and position and direction and such?
poweroftwo wrote in Wed Dec 31, 2014 9:13 pm:With osgEarth scenery enabled, terrain height is derived from different height samples than those used in the native Flightgear scenery. Because of the difference, 3D elements such as buildings and airport lights must be surface clamped. The clamping occurs based on viewport proximity to retain decent performance, however there are occasional artifacts including some objects that don't clamp correctly.
jarl.arntzen wrote:
OSGEarth is performing extremely well at my mid range PC, running at a consistent 60 fps compared to ALS at around 20 fps with every feature switched on.
I've been flying around testing and enjoying the scenery for far too long now but it's just so fun to see OSGEarth in action. EHAM, KSFO and
LEBL has never looked better.
I'm just curious on what to expect wrt to object clamping:
I have recently populated ENCN with some hangars, aircraft, lights and a tower. Even if I fly right next to the using the UFO, they do not seem to readjust to the surface but remain a good 15-20 meters below it. The runway lights seem to cope very well, though and keep reclamping to the surface as each pass loads in.
The square boundary box of the the airports seem to have been flattened in the elevation data too with the centre of the flat square matching the real height which, since ENCN is slightly sloped, results in a ridge running along the south and west edge in the middle of the water and an equivalent cliff along the east and north edge. Trees are above the terrain and ships below the ocean..
poweroftwo wrote in Fri Jan 02, 2015 11:55 pm:Sorry to hear that the buildings are not clamping properly. I just took a quick look at the buildings at ENCN and I see the behavior. As I don't have time to debug in detail now, my guess is that the structures are not broken out into individual models and may be getting clamped as a single model which would cause them to be placed at seemingly random heights.
OSGEarth is performing extremely well at my mid range PC, running at a consistent 60 fps compared to ALS at around 20 fps with every feature switched on
jarl.arntzen wrote in Sat Jan 03, 2015 1:36 am:poweroftwo wrote in Fri Jan 02, 2015 11:55 pm:Sorry to hear that the buildings are not clamping properly. I just took a quick look at the buildings at ENCN and I see the behavior. As I don't have time to debug in detail now, my guess is that the structures are not broken out into individual models and may be getting clamped as a single model which would cause them to be placed at seemingly random heights.
Don't worry. I just wanted to let you know and find out whether this is a known problem which could possibly be fixed on my side. BTW: Those buildings, poles, aircraft and apron workers are all individual objects, placed using the UFO and then mass imported as STG to scenemodels.flightgear.org. A few misplaced objects isn't going to ruin any of the fun.
poweroftwo wrote in Mon Jan 05, 2015 6:18 am:@jarl.arnstzen, uploaded a new binary build with the minor building surface clamp fix along with a fix that properly sets the far clipping ranges when in detail (local) weather modes so that the globe can be seen.
jarl.arntzen wrote:
Thanks! The clamping works far better now but seems to be dependent on the terrain height as measured directly below the UFO at the time of loading the final terrain tile. As such it does work pretty well on perfectly flat airports but on sloped airports like ENCN, the start position at one end of the runway is some 15 higher than the other and since I luckily have lots of RAM, I'm guessing that all LOD levels for all tiles in 1 km radius around the UFO are actually finished loading by the time I even start flying towards the buildings.
This means that the objects are still clamped some meters above the terrain and even if I fly towards them, no further LODs are left to load which means that they remain clamped to the height of the terrain where the UFO was when the last LOD tile loaded...I think.
I suppose clamping maybe even the first(?) object to the correct height at its position and then perhaps offset all the other objects according to the offset on the first one will also yield good results.
wlbragg wrote in Mon Jan 05, 2015 11:01 pm:jeff,
Do you have any instruction or setup for building in Visual Studios?
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