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ADE-GP polygon/vertex limit ?

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Hi, has anyone experienced some kinda limit on placing the independent apron lines with the same texture? The thing is, for example after about 6 lines placed, the 7th won't show up in FSX but if I do slight correction then line 7 appear on the apron, but line 6 or any previous disappear. In this case I found solution just to change number of layer one higher - solved.
May it be that Im missing some chapter in manual or may it be the "Beta" bug ?

many thanks.
 

gadgets

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There is no such limit in ADE_GP nor have I ever experienced anything similar. (I have many lines at the same layer that use the same texture, and they all display.) That being said, it could be a "FSX thing"; there are certainly others.

Don
 

arno

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Hi,

Without knowing the details of the code made by ADE, the fs2002 ground polygon technique normally has a limitation of just over 21000 triangles per material. If more are present they are not shown.
 
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Here it is, red arrows pointing on missing lines made the same way as others.
I found that lines made from helper shapes work well, but if I make custom with more than 2 vertices they are not shown. They will be shown again but if I use backing width and backing texture.
Note: Custom shaped lines work well with gp-patternedlines_40F but only first few with many vertices... If it is "FSX thing" they would show up on another PC but they are not.

Capture.jpg
 

gadgets

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the fs2002 ground polygon technique normally has a limitation of just over 21000 triangles per material. If more are present they are not shown.
Arno, is this an internal-to-FS limit or is that the limit due to the .asm file using 16-bit branches in certain places. If the latter, then ADE_GP checks for the limit and starts a new group.

If it is "FSX thing" they would show up on another PC but they are not.
fsfox, if you attach your AD3 file to a post or e-mail it to me (don at stuff4fs dot com), I'll take a look.

Don
 

arno

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Don,

It's a limitation in the DRAW_TRILIST command. If you make sure to split it into different lists and also that the vertex list stays below 64k it should work fine.
 
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Also I found that to be completely happy in FSX I need to make slight line corrections in some places, after that line just disappears in FSX. Well my logic say that it could be change in total line length, so, I need to go to the line properties and assign all parameters over again to get it work, but not always success.
 

gadgets

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It's a limitation in the DRAW_TRILIST command. If you make sure to split it into different lists and also that the vertex list stays below 64k it should work fine.
Thanks, Arno. I hadn't bother to identify which instruction was at fault, but it was apparent that 64K was the maximum.

Also I found that to be completely happy in FSX I need to make slight line corrections in some places, after that line just disappears in FSX. Well my logic say that it could be change in total line length, so, I need to go to the line properties and assign all parameters over again to get it work, but not always success.
Could you be a little more specific, please, about the nature of the changes and give a repeatable example. From your screenshot, you are nowhere near the limits Arno is referring to.

Don
 

gadgets

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fsfox, if you attach your AD3 file to a post or e-mail it to me (don at stuff4fs dot com), I'll take a look.
Re the test file you sent me, I duplicated your results exactly. However, I received a host of coordinates under the error message heading "The ground poly object(s) bounded as follows cannot be triangulated". Those coordinates correspond to the missing ground poly objects.

Did you not receive those errors?

Those errors are due to the method of 100m. partitioning for FSX. But these were very complicate test objects - unlikely to be encountered at a simulated airport (i.e., lines crossing partitioning boundaries two or more times). Given the difficulty I've encountered developing an otherwise-acceptable partitioning routine, I'm reluctant to "open it up" again - at least until it is demonstrated that it presents impractical limitations with realistic GP objects.

From your screenshots, it does not appear that the missing lines are due to this issue. If you send me the AD3 file for the airport in your screenshot above, I'll try to determine the cause.

EDIT: Having taken a second look, one of the two missing objects could not have crossed a partitioning boundary twice. There may be more at play here than I initially thought. Update later.



Don
 
Last edited:

gadgets

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I've found the real problem. While it was detected during partitioning, it was not caused by partitioning. The cause was the failure of ADE_GP to require an edit of the missing objects prior to compile.

fsfox, if you simply edit the two missing test objects and click OK without doing anything else, the compile should be error-free and those two test objects should appear in FSX. Try that as well with the missing objects from the screenshot above.

I'll re-release as soon as I figure out how to detect the issue prior to compile.

Don
 
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Thank you very much for your reply and founding an issue.. BTW, as I told before that after line shape correction I need to go to "Edit object", make change (without changing anything) and hit ok.. Line is up. That is a few more extra steps that some one may go nuts of. [Solved for now]
 

gadgets

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The new Version 0.0.97 automatically calls for this additional edit when needed. As mentioned in the user manual, whenever you tweak GP line or poly vertices in ADE, you should edit the object to ensure the texture positioning is still correct - but are not required to do so at the time. However, if you don't do so, the compiler will recognize this and offer you a chance to edit just prior to the compile operation.

The earlier problem was that the compiler didn't recognize the need (and obviously, with the test objects you sent there was a need) for an edit. Instead, it issued error messages saying it couldn't compile the objects.

Don
 
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BTW quick one, not related to an issue..
ADE_GP editor TAB next value functionality.

Layer (5-63) > Line Width (M) > Main Texture > Line Pattern/Style >Backing Width (M) >Backing Texture.

This above could be right order if you press [TAB] button to enter next value and could save the time.

Now it is going like:
Layer > Cancel > Zoom +/- > Change color > width ..

Ok.. Im going..

Ed.
 

gadgets

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I don't generally use tabs on a form, so it's not until someone bring this to my attention that it usually gets done. Next release.

Don
 

scruffyduck

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Don

I must admit I generally forget to set it myself but a lot of users do use the tab key between fields
 
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