Re: [Flightgear-devel] new_hitlist

2002-03-24 Thread David Megginson
Wolfram Kuss writes: > >The bigger problem, I suspect, will be main memory (or maybe disk > >bandwidth). An impostor scheme is going to be really tile hungry -- > >constantly dragging tiles off of disk, rendering them into textures, > >and forgetting about them. > > I know a sim that do

Re: [Flightgear-devel] new_hitlist

2002-03-24 Thread Wolfram Kuss
>The bigger problem, I suspect, will be main memory (or maybe disk >bandwidth). An impostor scheme is going to be really tile hungry -- >constantly dragging tiles off of disk, rendering them into textures, >and forgetting about them. I know a sim that does what Norman suggest and it does not s

Re: [Flightgear-devel] new_hitlist

2002-03-17 Thread Andy Ross
Curtis L. Olson wrote: > One thing we'd need to think about before we got too far down this > path is the texture RAM requirements of such a scheme. That's a manageable problem. If you think about it, the amount of impostor texture memory required is exactly that required to draw the tiles on

RE: [Flightgear-devel] new_hitlist

2002-03-17 Thread Curtis L. Olson
David Megginson writes: > Curtis L. Olson writes: > > > One thing we'd need to think about before we got too far down this > > path is the texture RAM requirements of such a scheme. > > They should be minimal. For the first tier of imposter tiles, we're > using textures that we already have,

RE: [Flightgear-devel] new_hitlist

2002-03-17 Thread David Megginson
Curtis L. Olson writes: > One thing we'd need to think about before we got too far down this > path is the texture RAM requirements of such a scheme. They should be minimal. For the first tier of imposter tiles, we're using textures that we already have, and just replacing the tile with a sin

RE: [Flightgear-devel] new_hitlist

2002-03-17 Thread Curtis L. Olson
David Megginson writes: > Norman Vine writes: > > > but IMHO what is needed are "imposter tiles" > > > > "imposters" are where you use a 'texture only" substitute > > for the geometry that are computed on the fly 'often enough' > > This is 'radical' LOD but in our case the tiles out on the

Re: [Flightgear-devel] new_hitlist

2002-03-17 Thread Alex Perry
> Yes, I think that's a very good idea; in fact, if you wanted to go to > three layers, the furthest one could be simply untextured, coloured > polys (that's what you'd see from 120,000ft, for example). For each > tile, we need to sample to find the commonest material and then use it > for the te

Re: [Flightgear-devel] new_hitlist

2002-03-17 Thread Erik Hofman
David Megginson wrote: > Norman Vine writes: > > > but IMHO what is needed are "imposter tiles" > > > > "imposters" are where you use a 'texture only" substitute > > for the geometry that are computed on the fly 'often enough' > > This is 'radical' LOD but in our case the tiles out on the

RE: [Flightgear-devel] new_hitlist

2002-03-17 Thread David Megginson
Norman Vine writes: > but IMHO what is needed are "imposter tiles" > > "imposters" are where you use a 'texture only" substitute > for the geometry that are computed on the fly 'often enough' > This is 'radical' LOD but in our case the tiles out on the > boundary are really just 'little s

RE: [Flightgear-devel] new_hitlist

2002-03-17 Thread Jon Berndt
> Erik Hofman writes: > > > >I'm realy impressed by the effect of the code. The higher I get, the > >higher the framerate! This makes me believe we could actually enlarge > >the view range when getting at a higher altitude. This would be really nice for very high flying ("X") aircraft. Jon _

RE: [Flightgear-devel] new_hitlist

2002-03-17 Thread Norman Vine
Erik Hofman writes: > >I'm realy impressed by the effect of the code. The higher I get, the >higher the framerate! This makes me believe we could actually enlarge >the view range when getting at a higher altitude. Cool glad it works for you but IMHO what is needed are "imposter tiles" "impost

Re: [Flightgear-devel] new_hitlist

2002-03-17 Thread Erik Hofman
Norman Vine wrote: > Erik Hofman writes: > >>Norman Vine wrote: >> >> >>>I'd better just go back into lurk mode I guess >>> >>Preferably not. The code improves the framerate by a factor which you >>meantioned earlier, but also makes the framerate quite steady. >> >>So you must have done something

RE: [Flightgear-devel] new_hitlist

2002-03-16 Thread Curtis L. Olson
Norman, This does appear to work great! Thanks for tracking this down. I able to fly successfully both at KBOS and KSFO which I couldn't do before. Thanks, Curt. Norman Vine writes: > Curtis L. Olson writes: > >> > >Again to summarize, we value your participation, and normally you > >produ

RE: [Flightgear-devel] new_hitlist

2002-03-16 Thread Norman Vine
Curtis L. Olson writes: >> >Again to summarize, we value your participation, and normally you >produce very robust code, but in this case since we never know when >you are lurking or not, it's difficult to accept broken code with no >promise of a fix ... Hey thanks for the lecture and I'll leave

Re: [Flightgear-devel] new_hitlist

2002-03-16 Thread Alex Perry
> Really, we need a routine that works with an arbitrary ssg scene > graph. It's very concievable that someone could import scenery from > some other project with a completely different layout. Also, we are > talking about non-vertical intesection lines when it comes to landing > gear, so a line

RE: [Flightgear-devel] new_hitlist

2002-03-16 Thread Curtis L. Olson
Norman Vine writes: > Curtis L. Olson writes: > > > >> I'll try testing with KBOS again but I was teleporting there > >> as part of my regression testing because of its unique tile > >> arrangement > > > >Try --airport-id=KBOS --heading=270 > > > >> Yikes good catch :-( > >> > >> Hmm. hey thi

Re: [Flightgear-devel] new_hitlist

2002-03-16 Thread Andy Ross
David Megginson wrote: > Curtis L. Olson writes: > > I had to copy sgdPointInTriangle() as well as one other routine from > > the old hitlist.cxx to get things to compile. We made a decision a > > while back that we wouldn't require a development version of plib, > > but require only the mos

RE: [Flightgear-devel] new_hitlist

2002-03-16 Thread Norman Vine
Curtis L. Olson writes: > >> I'll try testing with KBOS again but I was teleporting there >> as part of my regression testing because of its unique tile >> arrangement > >Try --airport-id=KBOS --heading=270 > >> Yikes good catch :-( >> >> Hmm. hey this still works in my test bed :-) > >What I

RE: [Flightgear-devel] new_hitlist

2002-03-16 Thread Curtis L. Olson
Norman Vine writes: > the routine has the 'smarts' to try the whole graph if and > when it doesn't get an intersection in the 'current tile' so > the tile boundary thing shouldn't be the problem. Ok, that sounds correct. > I'll try testing with KBOS again but I was teleporting there > as part

Re: [Flightgear-devel] new_hitlist

2002-03-16 Thread David Megginson
Curtis L. Olson writes: > I had to copy sgdPointInTriangle() as well as one other routine from > the old hitlist.cxx to get things to compile. We made a decision a > while back that we wouldn't require a development version of plib, > but require only the most recent 'stable' version. So, t

Re: [Flightgear-devel] new_hitlist

2002-03-16 Thread Erik Hofman
Norman Vine wrote: > My apologies for the line noise > > I'd better just go back into lurk mode I guess Preferably not. The code improves the framerate by a factor which you meantioned earlier, but also makes the framerate quite steady. So you must have done something right! :-) Erik _

RE: [Flightgear-devel] new_hitlist

2002-03-15 Thread Norman Vine
Curtis L. Olson writes: > >Norman Vine writes: >> tarball for new hitlist code >> http://www.vso.cape.com/~nhv/files/fgfs/new_hitlist.tgz >> >> For those of you not using the CVS version of PLib >> you will need a copy of sgdPointInTriangle() >> from the older hitlist.cxx this one replaces > > >

Re: [Flightgear-devel] new_hitlist

2002-03-15 Thread Curtis L. Olson
Norman Vine writes: > tarball for new hitlist code > http://www.vso.cape.com/~nhv/files/fgfs/new_hitlist.tgz > > For those of you not using the CVS version of PLib > you will need a copy of sgdPointInTriangle() > from the older hitlist.cxx this one replaces Norman, Thanks for your continued wo