Norman Vine writes: > eg. When starting up over the open ocean where all the tiles are > 'generated' I get ~375fps reported with 800x600x32 when looking > straight down. What do you get ?
I get only ~64fps on my notebook LCD. What puzzles me, though, is why you'd get lower absolute framerates than me in some circumstances, i.e. 17fps against my 28fps. > I am finding this quite bewildering ?? When you're moving, you pay the cost of clearing and populating triangles, but when you're sitting still, that should not be a significant factor. I have a couple of hunches: 1. As an experiment, I eliminated individual ssgRangeSelectors for objects to speed up calculations, and simply put on ssgRangeSelector for all objects of each type in each triangle. Very large triangles might be coming up and biting us. 2. I used callbacks to prevent empty object branches from being culled. Perhaps a placeholder with a dummy bounding sphere would be better, since we'd still get FOV culling, but this will need more work. As I mentioned in my last posting, I'm going to experiment with #1 now. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
