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Import Google Maps 3D objects

arno

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What kind of format is imported into blender? Maybe MCX can read it as well.
 

arno

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Thanks, not really clear to me yet what kind of output RenderDoc gives, but if I have some time I might take a look.
 
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This program has problem with several GPU, hope that you are not using one of these GPU:

  • Nvidia GeForce GTX 745
  • Nvidia GeForce GTX 765M
  • Nvidia GeForce GTX 780 (to be checked)
  • Nvidia GeForce GTX 1060 (to be checked)
  • AMD Radeon HD7000 Series (tested in a A10 APU)
  • AMD Radeon R9 290
  • Intel integrated GPU HD 4000 (tested in a Surface Pro 3)
(cited from https://blenderartists.org/t/google-maps-models-importer/1153561)
 
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instead, I know another program that so far no reported severe bugs: https://github.com/retroplasma/earth-reverse-engineering
An interesting idea, though I had to rewrite all the code.

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Maybe MCX can read it as well.
Found an MCX error in importing Wavefront OBJ. Although the old version of MCX imports OBJ correctly.
Fragment OBJ.
https://yadi.sk/d/hcskJSBScmp9Ng
2.jpg
 

arno

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The bug is not so clear from the picture. Is it a texture issue or something else?
 

arno

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Hi,

The difference between the older and the new version of MCX is that in the new version I am using an external library to read certain formats, including the Wavefront OBJ format. But it seems that library does indeed not read this object correctly.
 

arno

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In the next development release of MCX the old logic will be used again for importing Wavefront OBJ files, instead of the external library.
 
D

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An interesting idea, though I had to rewrite all the code.

Can you expand on that?

Cheers, Rob.

EDIT: and more importantly once converted can it be streamed and loaded as needed in real time?
 
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Can you expand on that?

Cheers, Rob.

EDIT: and more importantly once converted can it be streamed and loaded as needed in real time?
Assuming that it cannot be streamed into your sim but you have to download and area then generate a BGL and add to your scenery.
 
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It could be streamed - the issue is there is no (published or performant) way to dynamically insert terrain it into the sim. I have discussed an implementation of this with LM at length, but thus far they have not committed to add Terrain related functions to the PDK.
 
D

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I have discussed an implementation of this with LM at length, but thus far they have not committed to add Terrain related functions to the PDK.

How was Tile Proxy accomplishing it?

Cheers, Rob.

EDIT: has anyone dared ask Google how much they will charge for using their data?
 
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@robains Without passing judgement, TileProxy was quite a hack compared to even some of the popular techniques today.

It utilized the old Pre-FSX method of loading uncompressed photoscenery from disk. It does this by intercepting file system calls from the FE system to load, and dynamically injecting downloaded and processed data into the contents of the file load request. It utilizes a closed source, kernel mode driver to do this that could be glitchy (by both the community and the author's own reports.) You can read about this here: https://www.edtruthan.com/tileproxy/manual.htm#16

Because of this, it didn't support some of the highest resolution imagery of the new (for FSX) QMID64 system, and could only load the aerial texture tiles, not dem meshes nor full 3d objects like the city tiles. It does not replace the core FSX terrain engine or replace the existing tessellation / geometry stages, just modifies the texture that can be displayed.

We have a lot of experiencing operating in this low level space, but I would be firmly against delivering something like this and requiring an end user to escalate UEFI privileges to install an unsigned kernel mode driver that could affect system stability as a workaround for a needed Core API.
 
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