TerraGIT 3.4

Support, HOWTOs, information, development, and everything related to obtain scenery via Github with terraGIT
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SkyBoat
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Re: TerraGIT 3.2

Postby SkyBoat » Tue Nov 24, 2020 5:42 am

KBOS: Logan Int'l Airport, Boston on a Chilly November Sunrise using terrGIT 3.2.

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Screenshot by SkyBoat
SkyBoat

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laserman
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Re: TerraGIT 3.2

Postby laserman » Tue Nov 24, 2020 11:19 am

Thank you for creating an updated edition of Project3000.

I'm not sure it it's a good idea to merge it into TerraGIT in a way that the user can not easily remove or disable it.
I prefer to use Project3000 as a custom scenery layer so that I can enable and disable it in the FG launcher.
Turning on & off during runtime would be even better. There are some "Scenery Layers" check boxes in FG but I don't know what they do
or if they do anything at all.

The reason for my doubts are those already developed airports in FG where Project3000 objects can enhance the experience but may also disturb e.g.
duplicate, different looking static jetway bridges or generic buildings (from P3000) mixing with hand-made buildings.

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IAHM-COL
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Re: TerraGIT 3.2

Postby IAHM-COL » Tue Nov 24, 2020 2:44 pm

laserman wrote:Thank you for creating an updated edition of Project3000.

And thanks to you for developing the code that made it all possible

laserman wrote:I'm not sure it it's a good idea to merge it into TerraGIT in a way that the user can not easily remove or disable it.
I prefer to use Project3000 as a custom scenery layer so that I can enable and disable it in the FG launcher.


It is a difficult problem indeed. TerraGIT has P3000 installed since 2016. It is the simpler way to distribute to everyone in a simple --not complicated-- manner.
Using it as a custom layer means the user needs to be informed well in how to add more an more layers via --config,
See this case scenery:

https://github.com/FGMEMBERS-SCENERY/Pr ... 0/issues/2

You can see what happens when user is unaware, and the project exists as a standalone (which already does).

On the other hand terraGIT including it makes a simple --one go solution-- to have all scenery ready to go. No additional technical knowledge needed.

This is why my approach is: install.

laserman wrote:Turning on & off during runtime would be even better. There are some "Scenery Layers" check boxes in FG but I don't know what they do
or if they do anything at all.


This is the ideal solution for a project such as P3000 (and OSM).
The way to get this solve is not at the scenery path level. It's at the rendering level. Which requires coordinating with the core team
(or hostile-forking flightgear and make custom configurability)

It's a problem "above my paycheck" [or so, Americans say]

laserman wrote:The reason for my doubts are those already developed airports in FG where Project3000 objects can enhance the experience but may also disturb e.g.
duplicate, different looking static jetway bridges or generic buildings (from P3000) mixing with hand-made buildings.



Never seen that happen. Including airports well developed like Frankfort, where the shared P3000 objects enrich significantly the hand made scenery, instead of conflicting.
This is because most hand made objects are statics like terminal buildings and similar, while P3000 brings life to the project by populating the shared objects.

See the screenshot of KBOS by Skyboat above,too.
The P3000 and custom scenery interaction is virtually seamless, and the P3000 just enhances the scenery.

The other false information spreading around this topic is that P3000 is a frame rate killer. I had never seen that happening either. The reality is that the model is loaded to memory only once and rendered at need on their location. The rendering has GPU and GRAM cost, but not RAM cost. A limited number of models rendered in an array-like manner is actually computationally cheap, but visually rich.

My conclussion?
Your idea is correct. Enabling/Disabling features would be great to have. But they are not to be made on the scenery side of things, but on the render side.
The scenery just presents the objects (shared and statics) to the rendering engines. And thus, the scenery package has the objects and positions installed.
FG can't still handle this, but maybe on the next eon will
https://raw.githubusercontent.com/IAHM-COL/gpg-pubkey/master/pubkey.asc

R.M.S.
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IAHM-COL
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Re: TerraGIT 3.2

Postby IAHM-COL » Tue Nov 24, 2020 2:52 pm

@D-laser

Forgot mentioning other reason why P3000 is better updated than not.

The new TerraGIT v3.2 has scenery elevation errors fixed. Old P3000 object elevations are no longer correct, and this update brings--not only many more airports definitions-- the correct elevations.

IH
https://raw.githubusercontent.com/IAHM-COL/gpg-pubkey/master/pubkey.asc

R.M.S.
If we gave everybody in the World free software today, but we failed to teach them about the four freedoms, five years from now, would they still have it?

123apple
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Re: TerraGIT 3.2

Postby 123apple » Tue Nov 24, 2020 4:43 pm

The other false information spreading around this topic is that P3000 is a frame rate killer. I had never seen that happening either. The reality is that the model is loaded to memory only once and rendered at need on their location. The rendering has GPU and GRAM cost, but not RAM cost. A limited number of models rendered in an array-like manner is actually computationally cheap, but visually rich.


You've never tried the car parks at Manchester then? :P

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IAHM-COL
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Re: TerraGIT 3.2

Postby IAHM-COL » Tue Nov 24, 2020 4:59 pm

I've been in Machester (EGCC) many times over with terraGIT (prev. version)

Have you run tests over RAM and GRAM usage?
https://raw.githubusercontent.com/IAHM-COL/gpg-pubkey/master/pubkey.asc

R.M.S.
If we gave everybody in the World free software today, but we failed to teach them about the four freedoms, five years from now, would they still have it?

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Re: TerraGIT 3.2

Postby IAHM-COL » Tue Nov 24, 2020 5:30 pm

Project3000 implemented

https://github.com/FGMEMBERS-TERRAGIT/t ... a4bde7cb5e

TerraGIT v3.2 now implements the P3000 updates

Code: Select all

git pull
git submodule update --progress
git submodule foreach git checkout origin/master #if previous command does not bring content
https://raw.githubusercontent.com/IAHM-COL/gpg-pubkey/master/pubkey.asc

R.M.S.
If we gave everybody in the World free software today, but we failed to teach them about the four freedoms, five years from now, would they still have it?

123apple
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Re: TerraGIT 3.2

Postby 123apple » Tue Nov 24, 2020 8:37 pm

IAHM-COL wrote:I've been in Machester (EGCC) many times over with terraGIT (prev. version)

Have you run tests over RAM and GRAM usage?


No, on simulator performance - the cars absolutely killed it. To be fair, there were quite a lot of them.

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IAHM-COL
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Re: TerraGIT 3.2

Postby IAHM-COL » Tue Nov 24, 2020 9:05 pm

123apple wrote:the cars absolutely killed it. To be fair, there were quite a lot of them.


I can't reproduce. My FPS remains fine

I just also did my first flight with the new Project3000 (or P15000)

I traveled to KMCO based on object density:

http://www.jafva.com/flight/1691/
https://raw.githubusercontent.com/FGMEMBERS-SCENERY/Project3000/master/populate.log/Objects.log

Code: Select all

...
KMCO: 8012 Objects
...(vs)
EGCC: 3163 Objects


The result is quite immersive. My framerate didnt floor.

Best,
IH
https://raw.githubusercontent.com/IAHM-COL/gpg-pubkey/master/pubkey.asc

R.M.S.
If we gave everybody in the World free software today, but we failed to teach them about the four freedoms, five years from now, would they still have it?

123apple
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Re: TerraGIT 3.2

Postby 123apple » Wed Nov 25, 2020 7:02 pm

OK - was wrong about Manchester. IT was my own scenery, not project3000, where I had to remove cars to prevent unacceptable performance. I see terraGit has no cars at Manchester, which is good.

However, case in point: Warton airport EGNO.

Image

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https://github.com/terrasync/main ---> btw, an up to date /Airports/ data source is found here, I see yours is not updated since 2017.


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