[Flightgear-devel] Scenery files triangles

2005-07-13 Thread Harald JOHNSEN
While looking at the scene graph I saw that the .btg files are generating a lot of leafs. This is not new, but perhaps it is becoming worse each time the source data resolution used to build the tile becomes finer. I have added a few traces in simgear's sgBinObjLoad functions, an example :

Re: [Flightgear-devel] Scenery files triangles

2005-07-13 Thread Erik Hofman
Harald JOHNSEN wrote: Is there a reason why we are using fans and not strips for tile objects ? http://baron.flightgear.org/pipermail/terragear-devel/2005-June/001219.html Erik ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org

Re: [Flightgear-devel] Scenery files triangles

2005-07-13 Thread Harald JOHNSEN
Erik Hofman wrote: Harald JOHNSEN wrote: Is there a reason why we are using fans and not strips for tile objects ? http://baron.flightgear.org/pipermail/terragear-devel/2005-June/001219.html Erik lol ok, I didn't saw that ;) Harald. ___

Re: [Flightgear-devel] Scenery files triangles

2005-07-13 Thread Andy Ross
Harald JOHNSEN wrote: Is there a reason why we are using fans and not strips for tile objects ? These days, it's usually faster to use indexed vertices. Strips and fans are faster because they reduce the number of vertices that need to be transformed by (and sent to) the hardware by saving 1

Re: [Flightgear-devel] Scenery files triangles

2005-07-13 Thread James Turner
On 13 Jul 2005, at 15:36, Andy Ross wrote:These days, it's usually faster to use indexed vertices.  Strips and fans are faster because they reduce the number of vertices that need to be transformed by (and sent to) the hardware by "saving" 1 or 2 from the last triangle drawn.  But modern cards