Commit 1bfc0b4d authored by Rick Gruber-Riemer's avatar Rick Gruber-Riemer

Changing "Developer" to "Builder" in documentation

parent 32e95e64
.. _chapter-appendix-label:
####################
Appendix [Developer]
####################
##################
Appendix [Builder]
##################
.. _chapter-osm-database-label:
......
.. _chapter-generation-label:
##############################
Scenery Generation [Developer]
##############################
############################
Scenery Generation [Builder]
############################
=============================
Setting the Working Directory
......
......@@ -13,7 +13,7 @@ Before you generate your own sceneries, you might want to get familiar with the
.. _Sceneries: http://forum.flightgear.org/viewforum.php?f=5
``User`` in the context of this guide means the end user in FlightGear using osm2city generated sceneries. ``Developer`` means a person using osm2city to generate a scenery.
``User`` in the context of this guide means the end user in FlightGear using osm2city generated sceneries. ``Builder`` means a person using osm2city to generate a scenery.
**Contents:**
......
.. _chapter-installation-label:
########################
Installation [Developer]
########################
######################
Installation [Builder]
######################
The following specifies software and data requirements as part of the installation. Please be aware that different steps in scenery generation (e.g. generating elevation data, generating scenery objects) might require a lot of memory and are CPU intensive. Either use decent hardware or experiment with the size of the sceneries. However it is more probable that your computer gets at limits when flying around in FlightGear with sceneries using ``osm2city`` than when generating the sceneries.
......
.. _chapter-parameters-label:
######################
Parameters [Developer]
######################
####################
Parameters [Builder]
####################
Please consider the following:
......@@ -83,7 +83,7 @@ BOUNDARY_SOUTH, BOUNDARY_WEST scenery.
(if the OSM boundaries are more narrow).
NO_ELEV Boolean False Set this to ``False``. The only reason to set this to ``True`` would be for
developers to check generated scenery objects a bit faster not caring about
builders to check generated scenery objects a bit faster not caring about
the vertical position in the scenery.
FG_ELEV String n/a Points to the full path of the fgelev executable. On Linux it could be
......@@ -151,9 +151,9 @@ BUILDING_COMPLEX_ROOFS_MIN_LEVELS Integer 1 Don't put c
BUILDING_COMPLEX_ROOFS_MAX_LEVELS Integer 5 Don't put complex roofs on buildings taller than the specified value unless
there is an explicit ``roof:shape`` flag in OSM.
BUILDING_COMPLEX_ROOFS_MAX_AREA Integer 800 Don't put complex roofs on buildings larger than this.
BUILDING_COMPLEX_ROOFS_MAX_AREA Integer 1600 Don't put complex roofs on buildings larger than this.
BUILDING_COMPLEX_ROOFS_MIN_RATIO_AREA Integer 250 If a building is larger than this but smaller than ``..._MAX_AREA``, then
BUILDING_COMPLEX_ROOFS_MIN_RATIO_AREA Integer 600 If a building is larger than this but smaller than ``..._MAX_AREA``, then
it is compared whether the building tends to be small and long, because often
one more square buildings, which at the same time are large, the roof tends
to be flat.
......
.. _chapter-preparation-label:
#######################
Preparation [Developer]
#######################
#####################
Preparation [Builder]
#####################
Before ``osm2city`` related programs can be run to generate FlightGear scenery objects, the following steps need to be done:
......@@ -142,7 +142,7 @@ OSM_FILE
BOUNDARY_*
The longitude and latitude of the boundaries of the generated scenery. The boundaries should correspond to the boundaries in the ``OSM_FILE`` (open the \*.osm file in a text editor and check the data in ca. line 3) respectively the data in PostGIS. The boundaries can be different, but then you might either miss data (if the OSM boundaries are larger) or do more processing than necessary (if the OSM boundaries are more narrow and you use a fiel based approach — not an issue when using a database).
NO_ELEV
Set this to ``False``. The only reason to set this to ``True`` would be for developers to check generated scenery objects a bit faster not caring about the vertical position in the scenery.
Set this to ``False``. The only reason to set this to ``True`` would be for builders to check generated scenery objects a bit faster not caring about the vertical position in the scenery.
FG_ELEV
Set parameter ``FG_ELEV`` to point to the full path of the fgelev executable. On Linux it could be something like ``FG_ELEV = '/home/pingu/bin/fgfs_git/next/install/flightgear/bin/fgelev'``. On Windows you might have to put quotes around the path due to whitespace e.g. ``FG_ELEV = '"D:/Program Files/FlightGear/bin/Win64/fgelev.exe"'`` (yes, both single and double quotes).
......
......@@ -116,8 +116,8 @@ BUILDING_NEVER_SKIP_LEVELS = 6 # -- buildings that tall will never be skipp
BUILDING_COMPLEX_ROOFS = True # -- generate complex roofs on buildings? I.e. other shapes than horizontal and flat
BUILDING_COMPLEX_ROOFS_MIN_LEVELS = 1 # don't put complex roof on buildings smaller than the specified value unless there is an explicit roof:shape flag
BUILDING_COMPLEX_ROOFS_MAX_LEVELS = 5 # don't put complex roofs on buildings taller than the specified value unless there is an explicit roof:shape flag
BUILDING_COMPLEX_ROOFS_MAX_AREA = 800 # -- don't put complex roofs on buildings larger than this
BUILDING_COMPLEX_ROOFS_MIN_RATIO_AREA = 250 # if larger than this then ratio of length vs. area must be fulfilled
BUILDING_COMPLEX_ROOFS_MAX_AREA = 1600 # -- don't put complex roofs on buildings larger than this
BUILDING_COMPLEX_ROOFS_MIN_RATIO_AREA = 600 # if larger than this then ratio of length vs. area must be fulfilled
BUILDING_SKEL_ROOFS_MIN_ANGLE = 10 # -- pySkeleton based complex roofs will
BUILDING_SKEL_ROOFS_MAX_ANGLE = 50 # have a random angle between MIN and MAX
BUILDING_SKEL_MAX_NODES = 10 # -- max number of nodes for which we generate pySkeleton roofs
......
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