On Sun, Sep 5, 2010 at 6:01 PM, <thorsten.i.r...@jyu.fi> wrote:

>
> Hi Curt,
>
> > Are you placing your range animation node above each tile or
> > above each object in each tile?
>
> One has to work with the tools available - or write one's owns... with
> range animation I literally mean the xml-tag in the wrapper of a model:
>
>
> There's an existing 3D cloud animation system which has had a lot of
optimization work done on it. Have you looked at this at all? What could we
do to integrate your work with that system?

Tim

 <type>range</type>
>  <min-m>0</min-m>
>  <max-m>31000</max-m>
> </animation>
>
> Using that tool, you can't organize a scene in subnodes with models
> spawned from Nasal (or maybe you can and I just don't know how).
>
> > I suspect that some careful scene graph
> > organization could yield better results than nasal ...
>
> I have organized clouds in a quadtree structure I wrote for Nasal and in
> arrays when I need it for different purposes. For the problem at hand, I
> want to limit the amount of possible models written into the scenery
> (which is by far the slowest operation) - so the quadtree doesn't buy me
> much - in my scheme I have 10 range comparisons per frame (at the expense
> of not processing everything every frame - which I don't need anyway) -
> the quadtree would need much more (but would process everything every
> frame).
>
> I tend to use the quadtree representation for things which need to be
> fast, on a per-frame basis, and the array representation for things which
> can be slow and be dragged out over many frames. The quadtree isn't so
> good to solve slow problems - which, surprisingly, exist in rendering :-)
>
> * Thorsten
>
>
>
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