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/

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