I had the same problem when I thought about how to get all (approach)
stations <100 miles around the player's plane. In the end I assigned to
each station the appropriate tile number (bucket) and sorted the stations
according to this number. As the buckets are of course smaller than 100
miles I have to search a square of let's say 9x9 buckets (the actual
number depends on the exact position on the plane). Though it seems
to work I have tested it up to now only with a single station so I don't
know what happens if you have a lot of stations/models.
All the best
Alexander
On Fri, 12 Apr 2002, David Megginson wrote:
> Jim Wilson writes:
>
> > > As of this morning, FlightGear has a new infrastructure for
> > > incorporating moving, animated 3D models besides the aircraft
> > > model. This is not intended to be a general solution for adding
> > > thousands of bridges, buildings, etc. to the scenery
> >
> > Why not? If we could place an xml file within the structure of the
> > secenery data files, we could really open this up for non-technical
> > people to build airports and cities.
>
> The general solution could look a bit like this, but it would need to
> have some differences:
>
> 1. We would need some kind of tiling arrangement, so that FlightGear
> was looking only at models reasonably close to the viewpoint
> (i.e. don't draw the Taj Mahal when I'm near the Sears Tower). LOD
> isn't enough, because just running the LOD tests on thousands of
> out-of-range models could kill the framerate.
>
> 2. Static models should not have an FG3DModel object -- it's just a
> waste of time and, again, unnecessary overhead. They should simply
> be added to a single scene graph then managed by plib (until their
> tile falls out of range). It doesn't matter for a few terminal
> buildings, but it will matter a lot for world-wide scenery.
>
> > Are these going all going into the same scene graph?
>
> Yes.
>
>
> All the best,
>
>
> David
>
> --
> David Megginson
> [EMAIL PROTECTED]
>
>
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