Curtis L. Olson writes:

 > Right now you have the individual object LOD node attached to the
 > model so there is only one copy of it in memory.

Right -- so the memory problem is only the transform nodes.

 > It might be
 > interesting to make a per instance LOD node above each instance of the
 > object so that we could vary the range for each instance of the
 > object.  This would allow us to see just a few of the random objects
 > way out in the distance, but not too many to kill frame rates.

This is a great idea, but it will make the memory problem even worse,
at least until I have a chance to implement the suggestion in my last
posting.

 > I moved the code that creates the object LOD node over to obj.cxx
 > where the object is actually positioned.  Now every instance of every
 > 'random' object has it's own unique LOD node.  The LOD range is
 > calculated as range/(random(0,1)*range) + range.
 > 
 > So if the specified object range was 2000m you would get a
 > distribution that follows the form of 1/x.  The minimum range would be
 > 2000m, but a few would be much higher than that.

That sounds like an excellent idea.

 > The visual result is that you'd get a few objects way out in the
 > distance and then others would fill in between more and more as you
 > got closer in.  It looks very similar to what you had originally but
 > with a bit more variety and a few interesting objects in the distance,
 > and there isn't a 'hard line' where all the objects pop in.  You still
 > see popping but it is maybe a slight fraction less noticable.
 > 
 > I think this change makes the random objects look really good.  Do you
 > mind if I commit them (you can always back them out if you don't like
 > them, or think of a better way do do this.)

Sure, you can either commit it now, before I start working on the
memory problem, or wait a day or two (or more) for my restructuring.


Thanks, and all the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

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