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osm2city.py development

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Re: osm2city.py development

Postby powoflight » Wed Jan 08, 2020 12:22 pm

Must be the same because the one osm2city was generated by me and the other was take from your worldscenery.
Its the same area i bet it's the same osm building/roof , however. Check now ROMA / LIRF / Italy area with your worldscenery . Here it happens the same.
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Re: osm2city.py development

Postby powoflight » Wed Jan 08, 2020 1:33 pm

Here is the ac file from your wordlbuild from roma close to LIRF :
e010n40_e012n41
Code: Select all
OBJECT_BUILDING_MESH_ROUGH e010n40_e012n41_3154169city10806.ac 12.45295 41.99191 63.12 0
#OBJECT_BUILDING_MESH_ROUGH e010n40_e012n41_3154169city10900.ac 12.47906 41.88401 31.03 0 #not ok

download: https://c.gmx.net/@327459158418791162/g ... jyY_hWl5fA
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Re: osm2city.py development

Postby vanosten » Wed Jan 08, 2020 5:13 pm

I have pushed a fix - only tested in Graz. It is actually a bit of a hack, but solving the problem seems to be important - and I do not have the nerves to find the root cause in some inherited code.

I would be glad if someone could test it e.g. near LIRF (see previous post from powoflight).
Maintaining osm2city. Contributing with ground attack stuff to the OPRF FlightGear military-simulation community.
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Re: osm2city.py development

Postby powoflight » Wed Jan 08, 2020 6:19 pm

I can do it tommorow in the morning
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Re: osm2city.py development

Postby powoflight » Thu Jan 09, 2020 10:38 am

Graz is ok. Looks good. Thanks a lot Vanosten. Maybe merspieler can test Rom. because i have no italy in my DB.
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Re: osm2city.py development

Postby powoflight » Thu Jan 09, 2020 5:13 pm

Checked Rom . Its OK
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Re: osm2city.py development

Postby wlbragg » Thu Jan 16, 2020 8:14 pm

I'm still having issues with the "shader" based buildings being black or non-existing.

In the compositor based build they are "black"-textured or non-textured? Depending on the "Models" shader setting. Non-textured = model shader off. Black = model shader on.

Image

Image

In the default build they are non-existent. Depending on the "Models" shader setting. Turning "off" the model shader allows them to render.

Image

Image

Is this a known issue or something else?
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Re: osm2city.py development

Postby merspieler » Fri Jan 17, 2020 10:45 am

For me, they disappear entirely when the Model slider is not completly to the left (see my post on the ml)
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Re: osm2city.py development

Postby wlbragg » Fri Jan 17, 2020 10:51 am

OK, thanks, I was making sure this wasn't something only I was seeing. I wasn't sure of the status. At least we know the shader is working, looks like it is simply conflicting with FG's model shader. The black and non textured (compositor build) is probably to be expected for now, until the shaders are ported for compositor as well.
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Re: osm2city.py development

Postby merspieler » Fri Jan 17, 2020 10:54 am

With which compositor args do you start fg? then I'll try to reproduce it as well
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Re: osm2city.py development

Postby wlbragg » Fri Jan 17, 2020 5:17 pm

Compositor build arguments
Code: Select all
Options passed on the command line:
--launcher
--fg-root=/home/wayne/FGFS/install/flightgear/binCompositor/../fgdata/
--download-dir=/mnt/HDrive/FG/TerraSync
Options set in the launcher:
--enable-real-weather-fetch
--prop:/nasal/local_weather/enabled=true
--prop:/sim/gui/dialogs/metar/mode/global-weather=false
--prop:/sim/gui/dialogs/metar/mode/local-weather=true
--prop:/sim/gui/dialogs/metar/mode/manual-weather=true
--prop:/local-weather/tmp/tile-management=METAR
--prop:/local-weather/tmp/tile-type=live
--timeofday=noon
--disable-rembrandt
--prop:/sim/rendering/shaders/skydome=true
--enable-fullscreen
--geometry=1920x1080
--enable-terrasync
--aircraft-dir=/mnt/GDrive/Aircraft/Development Aircraft/AirCrane-comp/AirCrane
--aircraft=aircrane
--fg-scenery=/mnt/CDrive/osm2city/extracted/Kansas_custom
--fg-scenery=/mnt/FDrive/fgdev/scenery/kansas/output
--fg-scenery=/mnt/HDrive/FG/custom scenery/Florida-fg-CustomScenery
--fg-scenery=/mnt/HDrive/FG/world-scenery
--fg-aircraft=/mnt/GDrive/Aircraft/Development Aircraft
--fg-aircraft=/mnt/GDrive/Aircraft/Development Aircraft/AirCrane-git
--fg-aircraft=/mnt/GDrive/Aircraft/Development Aircraft/J3Cub-git
--fg-aircraft=/mnt/GDrive/Aircraft/Development Aircraft/c172p-comp
--fg-aircraft=/mnt/GDrive/Aircraft/Development Aircraft/AirCrane-comp
--fg-aircraft=/mnt/GDrive/Aircraft/Development Aircraft/J3Cub-comp
--fg-aircraft=/mnt/GDrive/Aircraft/Development Aircraft/J3Cub-Datacom
--airport=9K6
Options set as additional arguments:
--disable-random-objects
--disable-auto-coordination
--enable-horizon-effect
--enable-distance-attenuation
--enable-ai-models
--enable-ai-traffic
--enable-clouds3d
--prop:/sim/menubar/autovisibility/enabled=1
--bpp=32
--texture-filtering=16
--httpd=5500
--props=5501
--disable-fgcom
--prop:/sim/multiplay/hot=true
--ai-scenario=KEQA_22_Cub_touch-n-go
--ai-scenario=KEQA_22_PA28_touch-n-go
--ai-scenario=KEQA_33_Tow_Plane
--ai-scenario=sailing_eldorado
--compositor=Compositor/ALS/als
--prop:bool:/sim/rendering/als/shadows/enabled=true
--prop:int:/sim/rendering/als/shadows/sun-atlas-size=2048


Default build arguments
Code: Select all
Options passed on the command line:
--launcher
--fg-root=/home/wayne/FGFS/install/flightgear/binNoCompositor/../fgdata/
--download-dir=/mnt/HDrive/FG/TerraSync
Options set in the launcher:
--enable-real-weather-fetch
--prop:/nasal/local_weather/enabled=true
--prop:/sim/gui/dialogs/metar/mode/global-weather=false
--prop:/sim/gui/dialogs/metar/mode/local-weather=true
--prop:/sim/gui/dialogs/metar/mode/manual-weather=true
--prop:/local-weather/tmp/tile-management=METAR
--prop:/local-weather/tmp/tile-type=live
--timeofday=noon
--disable-rembrandt
--prop:/sim/rendering/shaders/skydome=true
--enable-fullscreen
--geometry=1920x1080
--enable-terrasync
--aircraft-dir=/mnt/GDrive/Aircraft/Development Aircraft/AirCrane/AirCrane
--aircraft=aircrane
--fg-scenery=/mnt/CDrive/osm2city/extracted/Kansas_custom
--fg-scenery=/mnt/FDrive/fgdev/scenery/kansas/output
--fg-scenery=/mnt/HDrive/FG/custom scenery/Florida-fg-CustomScenery
--fg-scenery=/mnt/HDrive/FG/world-scenery
--fg-aircraft=/mnt/GDrive/Aircraft/Development Aircraft
--fg-aircraft=/mnt/GDrive/Aircraft/Development Aircraft/AirCrane-git
--fg-aircraft=/mnt/GDrive/Aircraft/Development Aircraft/J3Cub-git
--fg-aircraft=/mnt/GDrive/Aircraft/Development Aircraft/c172p-comp
--fg-aircraft=/mnt/GDrive/Aircraft/Development Aircraft/AirCrane-comp
--fg-aircraft=/mnt/GDrive/Aircraft/Development Aircraft/J3Cub-comp
--fg-aircraft=/mnt/GDrive/Aircraft/Development Aircraft/J3Cub-Datacom
--airport=9K6
Options set as additional arguments:
--disable-random-objects
--disable-auto-coordination
--enable-horizon-effect
--enable-distance-attenuation
--enable-ai-models
--enable-ai-traffic
--enable-clouds3d
--prop:/sim/menubar/autovisibility/enabled=1
--bpp=32
--texture-filtering=16
--httpd=5500
--props=5501
--disable-fgcom
--prop:/sim/multiplay/hot=true
--ai-scenario=KEQA_22_Cub_touch-n-go
--ai-scenario=KEQA_22_PA28_touch-n-go
--ai-scenario=KEQA_33_Tow_Plane
--ai-scenario=sailing_eldorado
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Re: osm2city.py development

Postby merspieler » Fri Jan 17, 2020 5:37 pm

For me, it looks the same, not matter if with or without compositor. applying your settings didn't change anything.
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Re: osm2city.py development

Postby stuart » Mon Jan 27, 2020 2:46 pm

Hi Folks,

Apologies for the delay in resolving this. I've found a couple of bugs with the building.eff file, which I have now fixed in fgdata/next. The main underlying problem was a bug in effect technique 11, which is used when ALS is disabled, the model shader is marked as "off" and the generic shader is marked as "on". I've also taken the opportunity to clean up a couple of other errors at the same time.

I haven't yet looked at the issue with the compositor - I will do so next.

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Re: osm2city.py development

Postby wlbragg » Wed Feb 05, 2020 5:53 am

Just passing along some information I noticed a size discrepancy between the OSM vehicle shader and actual models.

Image
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Re: osm2city.py development

Postby wlbragg » Wed Feb 05, 2020 7:34 pm

One other item, I thought there were built in checks for existing models in the osm2city code generation. Is this no longer the case?
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