Christian Stock writes:

 > I was following the discussion on the random placed 3D objects. I have one 
 > comment after having seen it in action. It seems as if there is a threshold 
 > for distance, and if an object is close enough it gets rendered. I don't 
 > know how it's done in detail, but it seems to be computationally expensive. 
 > FS2K2 uses a quadtree and renders whole blocks or not. This approach should 
 > be much faster, but then again maybe something similar is done here already.

There's a two-level approach:

1. There is an ssgRangeSelector for every group of objects on every
   triangle; for example, all of the trees in one triangle will be
   under the same selector, even if the triangle is many kilometers
   wide and/or long.

2. There is an ssgRangeSelector for each object within the triangle.
   This is necessary to avoid overwhelming the system with objects,
   since (again) some triangles can be quite large.

Personally, I do not currently see any framerate difference with or
without random objects.  Some people (those with very fast cards) do
see a difference.  Try running FlightGear without random objects

  fgfs --disable-random-objects

and see to what degree the framerate differs.


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

Reply via email to