> Problem is that casting curved shapes into triangles, the way our > Scenery is currently set up, results in a pretty high triangle count. If your really using curves as input, you can sample as many...or as few points on that curve as you wish...hence as many or as few triangles you wish. There is no 1:1 mapping of curves to triangles..just sample at whatever resolution you wish. In x-plane the amount of points sampled can be configured at run-time by the users rendering preferences...he can control how many tris are generated and hence how smooth or coarse the curves will be represented. Since flightgear uses a static pregenerated mesh for terrain and airports we couldn't offer that dynamic lod like x-plane without so some major changes I think. However, in our case one 'can' just choose a reasonably coarse sample rate that does not result in an overly dense mesh....does not need to be perfectly smooth mesh / curve with millions of tris. No reason to sample hundreds or thousands of points for a 90 degree curve....8-10 would probably look just fine....certainly better than what we have currently. In other words..don't sample the curve every mm or cm...maybe every meter or two..or more...would have to experiment to find a good middle ground...
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