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From: Scott G. <sc...@gm...> - 2024-01-08 23:12:16
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Last time I looked at osga it was a disabled feature. It's worth taking a second look though. IIRC, osga format was merely a binary representation and not a compression method. Scott On 1/8/24 10:56 AM, Stuart Buchanan wrote: > On Mon, Jan 8, 2024 at 4:04 PM James Turner wrote: > > > >> On 8 Jan 2024, at 15:17, merspieler <mer...@al...> >> wrote: >> >> Also (iirc James mentioned that this might be possible) what >> about loading the tgx/tgz files directly instead of unpacking >> them onto disk? >> Would save me from doubling the data, cause I then don't have >> to have it once packed for the mirror and once unpacked for use. >> Instead I could, just like with ws2.0 terrasync use the same >> thing for both. > > It’s possible with some dev effort : easier than the fully general > case (Aircraft / FGData from compressed sources) but not trivial > unfortunately either. We need to use the OSG Archive stuff to tell > osgDB about our compressed files, when someone looks for a path > which might be inside one. > > > This (compression) might be easier than it looks if we use the osg > archive format directly rather than .tgz files. > > The OSG tool that we use to generate the final scenery (osgdem) > supports outputting directly to an .osga file ( "-a <archivename>" > ). According to > https://www.openscenegraph.com/index.php/documentation/guides/user-guides/56-osgarchive, > reading from a .osga file is straightforward: > > osg::ref_ptr<osg::Node> gliderNode = > osgDB::readNodeFile("archive.osga/glider.osg"); > > So it is possible that all we need to do is modify > simgear/bucket/newbucket.cxx in the SGBucket::gen_vpb_base() that is > called by VPBTileEntry::VPBTileEntry so that instead of passing back > a base filename of > > w120n30/w115n32/ws_w115n32.osgb > > we instead return something like > > w120n30/w115n32/w115n32.osga/ws_w115n32.osgb > > where w120n30/w115n32/w115n32.osga is the name of the archive. > > I'm happy to support anyone wanting to investigate this. > Alternatively if someone is interested in taking on the re-texturing > project (where I'm investigating using stable diffusion to generate > new terrains textures without roads etc), then I can look at this instead. > > -Stuart > > > _______________________________________________ > Flightgear-devel mailing list > Fli...@li... > https://lists.sourceforge.net/lists/listinfo/flightgear-devel |