>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 seem to
have problems with loading tiles, although it rerenders tiles all the
time (about one tile per frame).

>You're no longer limited by texture memory
>here, 

However, one problem is that not all gfx cards can render into a
texture, so you have to do some moving of textures, which in some
instances is *very* slow. There is a factor of 1000 between different
moves of the same texture on my GeForce 3, as you may easily see with
the readily available benchmarks. I am still not 100% sure whether the
problem (texture movement sometimes leads to stutter) is a bad
implementation of the idea or a basic problem of the algorithm. One
certainly has to spend some thought on texture ram management. I
*think* the easiest idea - if you dont need the texture any more and
need memory, throw it away and when the user views again in that
direction, rerender it, is also the fastest algorithm. Rendering may
be faster than moving textures between texture mem and main mem.

>Andy

Bye bye,
Wolfram.


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