David Megginson writes: > 1. As an experiment, I eliminated individual ssgRangeSelectors for > objects to speed up calculations, and simply put on ssgRangeSelector > for all objects of each type in each triangle. Very large triangles > might be coming up and biting us.
Nope, that's not it. There was no measurable framerate difference using individual ssgRange selectors for each object. However, if I used the group LOD for the triangle and individual LOD for each object, my framerate halved, so back to individual LOD for the triangle and nothing for each object. > 2. I used callbacks to prevent empty object branches from being > culled. Perhaps a placeholder with a dummy bounding sphere would be > better, since we'd still get FOV culling, but this will need more > work. I'll look more closely at this one. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel