Andy Ross writes: > I actually see numbers that are more in line with Norman's (Athlon > 1800XP, Geforce 3 Ti200, 1280x1024 32bpp, current code as of last > night): the ~70 fps I see without dynamic scenery at startup at SFO > drops to 40 or so when I turn the dynamic object on.
I think it's fixed in today's CVS. Give it a spin when you get home from work, and let me know what you find. > Almost everything we render (other than the cockpit and model > animations) is static geometry. In principle, we should be able to > ship this off to the card in a big chunk. In practice, though, we end > up no better than 1990-era code, which sent each vertex across the bus > in a separate transaction. As we start adding geometric complexity to > the scene, we really should look hard about how it's done. I see some > support in plib for using display lists, although it looks like it's > #ifdef'd out. Actually, I'm getting dlist buffer overflow warning messages when I allow random objects to get too dense, so they must be used somewhere. 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
