Re: [Flightgear-devel] RE : Binary Space Partitioning ?
Brandon Bergren writes: > There is no visibility culling whatsoever in FG. (other than maybe > back-face). FG depends upon distance culling instead. > > I don't think BSP works very well outdoors, anyway :) FlightGear uses view frustum culling (and in most cases has back face culling turned on as well.) Regards, Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] RE : Binary Space Partitioning ?
There is no visibility culling whatsoever in FG. (other than maybe back-face). FG depends upon distance culling instead. I don't think BSP works very well outdoors, anyway :) ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] RE : Binary Space Partitioning ?
Danie Heath writes: > Hi again ... > > The Binary Space Partitioning I mean is : > > What is the method you guys follow to subdivide the scenery, objects, > aircraft so that you only render what you see ... Wouldn't the rendering > be more efficient with a system like this ... We use a scheme where we divide up the surface of the earth into tiles. We then render the m x n grid of tiles nearest to the viewer that fully cover the radius of visibility. (m and n are always odd numbers for what it's worth.) Here is some basic information on the coordinate systems we use: http://www.flightgear.org/Docs/Scenery/CoordinateSystem/CoordinateSystem.html Here is some further information on how we split up the world. I see that some of the information on file formats is dated, and there is a better tutorial now for the actual scenery building process, but section 2 will hopefully provide the details you are asking for: http://www.flightgear.org/Docs/Scenery/SceneryGeneration/SceneryGeneration.html Regards, Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] RE : Binary Space Partitioning ?
Once upon a time, you were sitting and writing: > What is the method you guys follow to subdivide the scenery, objects, > aircraft so that you only render what you see ... Wouldn't the rendering > be more efficient with a system like this ... Hm binary trees ? I always thought the main back-to-from mechanism in FG was a simple Z-buffer (which is native to OpenGL apps) ~ ___ Elad (elady)_@__ ___ ( \ J. Yarkoni .-'`-. / ) ( \_ / (O O) \ _/ ) (`-( ) )-') ( _\ \/ /_ ) (__/ `-..-' \__) "Elady" for friends or "Oh my God... - It's Him !" for fans (or turbofans). [EMAIL PROTECTED]| http://www.ee.bgu.ac.il/~elady| .---. ECE. BGU, Beer-Sheva,Israel' ___ ' 972-8-6472417 84105-' .-. '- _' '-' '_ ''-|---|/ \==][^',_m_,'^][==/ \|---|-'' \__/~\__/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] RE : Binary Space Partitioning ?
Danie Heath writes: > What is the method you guys follow to subdivide the scenery, objects, > aircraft so that you only render what you see ... Wouldn't the rendering > be more efficient with a system like this ... Plib defines a bounding sphere for each leaf or branch node in a scene graph, then tests what bounding spheres intersect the current view frustum. It's a pretty efficient arrangement -- it works best, of course, when the scene data is well-organized into branches and subbranches. 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
RE: [Flightgear-devel] RE : Binary Space Partitioning ?
Title: Message Hi again ...The Binary Space Partitioning I mean is :What is the method you guys follow to subdivide the scenery, objects, aircraft so that you only render what you see ... Wouldn't the rendering be more efficient with a system like this ...Danie HeathRisC Com cc+27 12 654 5100083 412 6904[EMAIL PROTECTED] www.risccom.co.za -Original Message-From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Curtis L. OlsonSent: 01 December 2002 02:05 PMTo: [EMAIL PROTECTED]Subject: Re: [Flightgear-devel] RE : Binary Space Partitioning ?Danie Heath writes:> I take it you guys are running some sort of binary space partitioning,> what is the type you use ?Can you be more specific? Partitioning which space, for what purpose?Thanks,Curt.--Curtis Olson IVLab / HumanFIRST Program FlightGear ProjectTwin Cities [EMAIL PROTECTED] [EMAIL PROTECTED]Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org___Flightgear-devel mailing list[EMAIL PROTECTED]http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] RE : Binary Space Partitioning ?
Danie Heath writes: > I take it you guys are running some sort of binary space partitioning, > what is the type you use ? Can you be more specific? Partitioning which space, for what purpose? Thanks, Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel