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Bug in SPLITGRID Step ?

Thank you very much Vogel, noted!

the reason i am using null GUID's there
is because i'm using custom texture bmp files, placed in FSX\Texture folder
i couldn't figure out another way to call these through scenProc
other then the way i run it above

any advice?

Thank you for the update Arno


Chris,
 
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Hi all,

A quick update about the holes. In the last release there is an option that determines if they are removed or not. By default the RemoveHoles option is false, you need to set it to true to process them. I did this because of the potential performance hit when importing.
 
Hi,

the reason i am using null GUID's there
is because i'm using custom texture bmp files, placed in FSX\Texture folder
i couldn't figure out another way to call these through scenProc
other then the way i run it above

There is a SETAGNBUILDINGTEXTURE step in scenProc that can be used to set the texture that is used by a AGN file. This is done per tile, not per building.

Not sure how the null guid would influence the texture though, that is for the roof type. And if I remember correctly the null guid is used for some legacy roofs.
 
Thank you Arno

i am using SETAGNBUILDINGTEXTURE with my steps,
roofs are loaded correctly; i believe through default texture mapping
although i haven't got a chance to thoroughly test roofs
as im still working the buildings layout and density

i found that if i use any GUID other than NULL
with SETAGNBUILDINGTEXTURE and CREATEAGNGENBUILD together
BMP texture is ignored and buildings don't show up in SIM

as scenProc requiters a GUID to authorize CREATEAGNGENBUILD command
i couldn't make sense of it yet; im calling a custom texture while specifying another in CREATEAGNGENBUILD


Best regards

Chris
 
Hi Chris,

Did you also make a night texture of your custom autogen texture? That is required, else the buildings don't show indeed. The night texture should be named LM (not _LM).
 
Hi,

I have improved the performance of the SHP importer a bit, so it should be a bit quicker again.
 
Hi,

Since the "Holes removing" option is activated, the importshp step work fine and I get some features with many vertices, but it seems that the splitgrid step run very slow on my computer...

it's me or it 's linked with those "heavy" polygon ?
 
Hi,

The SPLITGRID step should have become quicker as well with the changes I made. But on the other hand the complex polygons with holes will take longer to process.
 
I just checked the file you send me earlier for testing. The SPLITGRID step does not take super long, but I noticed some bugs. Some polygons are not split correctly. This also happens without the remove holes option btw.
 
Hi,

Luckily I found the bug quickly. In tomorrow's development release it will be working fine again.
 
thx Arno that's a good news.... but I don't understand why it is so long on my computer :confused:

I try with smaller shp file but the progressbar stop very quickly (just 4502 features) on a file about 8Mo and the memory used is about 650 Mo. the process start at 2:00 and it's 8:45 here... progressbar about 25 % from start... :confused:
 
Hi,

I am not sure why it is slower on your side. I compared it with a build from last week here, just to be sure, and it was about 5 times quicker in total.
 
@Vogel
are you working on XP or W7?

i have notices some jobs get stuck on splitgrid with XP; but complete prefect on W7

Chris,
 
I work with the last Night build ;) and I work on Seven 32 and 64, Ram: 4Go, Intel core 2 duo 2.13 GHz
 
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your spec are roughly the same as my W7 station
i can try to run the job here; to double check


Chris,
 
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here is a link to my job:

Masque_Road_AinLarge_Creation.spc:
- "remove holes" unactivated
- importshp ok -> 11934 features
- run Splitgrid and slow down +++++++ at about 10% of job (up quick to 240 Mo in Memory and up very slowly) about 50 % Core occuped.

Masque_Water_AinLarge_Creation.spc:
- "remove holes" activated
- importshp ok -> 6429 features
- run Splitgrid and slow down +++++++ at about 55% of job (up quick to 180 Mo in Memory and up very slowly) about 50 % Core occuped.

Edit: link updated 2 jobs one with holes removing and one without...
 
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