Hi Mathias,

Mathias Fröhlich a écrit :
> Hi all,
>
> I have checked in an update to the ground intersection code.
> This new implementation utilizes a pre built bounding volume tree that is 
> attached to the scene graph userdata.
>
> More detailed models near the aircraft should no longer kill performance like 
> it happened with the old grondcache.
>
> Movement of objects, in particular the carrier, is no longer tracked by 
> carrier special data. Instead movement is expressed in a generic way.
> Currently all ships have the velocities set and should be visible by the 
> ground intersection code of the main model.
> That is you should now be able to land on any ship - at least with a 
> helicopter. ... well, the lack of my current helicopter flying abilities I 
> have 
> not tested this :)
>
> There is still a groundcache implementation that collects a subset of that 
> collision tree around the aircraft and provides a fast shortcut for 
> intersection tests within the near environment of the aircraft.
>
> For my test machine, I get frame rate improvements up to 10%.
>
> This implementation provides also the groundwork for better intersection 
> tests 
> than just that elevation query that is used for all collisions.
> These will show up in the near future in the main model interface so that FDM 
> programmers should be able to make use of that.
>
> If you encounter any problems please report.
>   

I see a huge memory consumption when trying to start from EGLL ( or
EDDF, or EHAM, or LFPO ) with the scenery available via TerraSync/SVN.
The process memory climbs to its maximum ( 2Gb for a 32 bits system -
WinXP ) and the fgfs.exe process dies. This phenomenon doesn't occur at
KSFO. The problem was not there yesterday morning.

-Fred

-- 
Frédéric Bouvier
http://my.fotolia.com/frfoto/   Photo gallery
http://fgsd.sourceforge.net/    FlightGear Scenery Designer


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