Andy Ross writes:
> I tried it too, and likewise saw a similar increase in framerate.
> 
> Nonetheless, I think this is the Wrong Solution.  What this patch does
> is test at render time whether or not the vertex array is "small" or
> not.  If it is small, it renders the leaf with glVertex3f() calls
> instead of using the vertex arrays.  Gack.
> 
> Now, for plib as a library, this is a fine optimization that's
> probably worth including.  I have no objections there.  But for
> FlightGear as an application, the *real* performance bug is that we're
> generating really tiny ssgLeaf objects.  Each tile is a single piece
> of static geometry.  There's no reason that it couldn't live in just
> one vertex array (or maybe one per texture).  Or be stored in a single
> display list, etc...  But clearly the optimal performance solution
> we're looking for is not iterated glVertex() calls. :)

I'm not claiming we are currently optimal, but you also need to
consider that by grouping your low level structures into larger
chunks, you reduce the ability of the scene graph to do an early cull
of non-visible stuff.  Making larger chunks needs to be balanced
against the benefits of scene graph culling that smaller chunks bring.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program       FlightGear Project
Twin Cities    [EMAIL PROTECTED]                  [EMAIL PROTECTED]
Minnesota      http://www.menet.umn.edu/~curt   http://www.flightgear.org

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