In consideration of the test results cited above, I'm wondering if "
(random)" autogen blanking Holger reported, may have been associated with:
* Overlapped vegetation polys in a
single "layer" yield a local "child" polygon area interpreted by FS rendering engine as > 6000 autogen Tree / Vegetation object limit ?
http://www.fsdeveloper.com/forum/threads/increase-number-of-autogen.20381/
* Overlapped vegetation polys in
multiple "layers" yield a local "child" polygon area interpreted by FS rendering engine as > 6000 autogen Tree / Vegetation object limit ?
http://www.fsdeveloper.com/forum/threads/adding-more-autogen-to-default-scenery-landclass.52826/
* Overlapped vegetation polys in either
single or multiple "layers" yield a local poly interpreted by FS rendering engine as a "
child" polygon area exceeding the > 6000 autogen Tree / Vegetation object limit; this then yields a
area object density exceeding > 43690 triangles per material ?
http://www.fsdeveloper.com/forum/threads/texture-vertices-limit.424405/
* Overlapped vegetation polys in
multiple "layers" yield a local poly interpreted by FS rendering engine as a "
child" polygon area exceeding the > 6000 autogen Tree / Vegetation object limit ...when transparent 'properly' blend-masked custom photo-real land class ...is
annotated,
thus maxing out when merged with annotations from land class layers
underneath the PR layer ...that "
show through to the top" in FS at run time ?
http://www.fsdeveloper.com/forum/th...alpha-channel-is-present-c.21460/#post-142021
* Overlapped vegetation polys in
multiple "layers" yield a local poly interpreted by FS rendering engine as a "
child" polygon area exceeding the > 6000 autogen Tree / Vegetation object limit ...when otherwise 'invisible' custom photo-real land class
or the non-visible portion of land class polygons (extending from the periphery of the visible poly to the tile borders) ...are
annotated, thus maxing out when merged with annotations from land class layers
underneath the PR layer ...that "
show through to the top" in FS at run time ?
http://www.fsdeveloper.com/forum/threads/autogen-on-transparent-photoscenery.424378/
* Large size of vegetation polys used with low pixel count parameter values for "
IMAGE_PIXELS_FOR_AUTOGEN_POLYGONS" creates Autogen areas which when rendered by FS at run time are interpreted as 'spilling over' onto adjacent QMID grid Autogen tile areas ?
http://www.fsdeveloper.com/forum/threads/fsx-autogen-crashes.5835/
http://www.fsdeveloper.com/forum/threads/installing-custom-autogen-configuration.428760/page-3
https://msdn.microsoft.com/en-us/library/cc526979.aspx#CreatingBuildingFootprints
I'm also curious whether the same general principles / limits for vegetation polygons apply to
vegetation rectangles, while also considering the
1/10th lesser density of Tree / Vegetation objects limit in FS9 ?
http://www.fsdeveloper.com/forum/threads/fs2004-scenproc-autogen-causes-fs9-crash.424608/
http://www.fsdeveloper.com/forum/threads/detectfeatures-and-rectangular-vegetation.430935/
http://www.fsdeveloper.com/forum/threads/agn-merge-tool.396534/
FYI: Many of us still use the SDK Annotator manually, and may also merge those annotations with those derived from
AutoTrees and/or
AgenT from the FS9 AGN XML file format, and may even further combine those source files with the output from
ScenProc.
Thus, it would be helpful to know how these limits actually work with regard to
FS9, so we will know how to set up any applicable limits to our annotation data in source files, since reportedly annotation density is tolerated / ignored beyond the limits of what the FS9 run time rendering engine can / will display, but those same
FS9 source files are also able to be further processed to make autogen for
FSX (...which may incur a newer set of rules and "gotchas").
Thanks in advance for any additional clarifications for these questions, and for consideration of the possible uses for this info within FS9 as well.
PS: Sorry for interjecting so many "
as-yet-un-answered-questions-about-how-MSFS-autogen-works" into Arno's information-gathering thread, but IMHO these issues may have a bearing on how ScenProc evolves,
and how FS developers work with autogen for FS9 / FSX / P3D ...now and in the future, using ScenProc as well as 'other' autogen tools.
GaryGB