> 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...


cheers

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