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