Re: Questions from a small fgdata-next cleanup check

Erik Hofman <[email protected]>
Newsgroups gmane.games.flightgear.devel
Message-ID <[email protected]>
On 5/28/26 06:50, An Phúc Nguyễn Vạn wrote:
> Second, I noticed that the runway textures are split between DDS and PNG 
> material definitions. For example, Materials/dds/global.xml references:
> 
> Runway/grass_rwy.dds
> Runway/dirt_rwy.dds
> Runway/pa_threshold.dds
> Runway/pc_threshold.dds
> 
> while Materials/default/global.xml and some Materials/regions/*.xml 
> files reference PNG versions of the same or similar textures.

At one point we hd both sets, DDS and PNG. DDS because you could 
finetune textures per LOD (Level of Detail) and it loads faster because 
the LOD levels did not have to be calculated at startup time. But it 
wasn't default because not every video driver supported it.

But this system has been replaced by loading PNG and convert them to DDS 
once and write them to a local cache. This way the base package is kept 
much smaller.

So I guess these where forgotten to be removed when the new code was 
introduced.


> Fourth, I found 47 tracked .xcf, .blend and .zip files. Some of the 
> larger ones are:
> 
> Aircraft/Instruments-3d/ar-6201/src/ar-6201.xcf
> AI/Aircraft/DH82/Paintkit/DH82-p-kit.xcf
> Aircraft/Instruments-3d/bxp6401/src/bxp6401.xcf
> AI/Aircraft/CCX/Paintkit/bomb-5000-pkit.xcf
> Aircraft/c172p/Paintkit/Paintkit.zip
> 
> Are source art / paintkits / tool archives intentionally kept in fgdata 
> for convenience, or would it be better to move some of those outside the 
> runtime data tree?

For aircraft I see use to ship them with the aircraft as it makes 
creating a new livery much easier.

For instruments I'm not so sure.

But I think they are only in the git repository and not in the 
downloadable zip file of fgdata.

Erik


-- 
http://adalin.com
High performance audio scenegraph and sound simulation.


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