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 :
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
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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.
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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
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