At 09:48 PM 24/07/2002 -0400, you wrote:
>Christian Stock writes:
>
>  > I was following the discussion on the random placed 3D objects. I have 
> one
>  > comment after having seen it in action. It seems as if there is a 
> threshold
>  > for distance, and if an object is close enough it gets rendered. I don't
>  > know how it's done in detail, but it seems to be computationally 
> expensive.
>  > FS2K2 uses a quadtree and renders whole blocks or not. This approach 
> should
>  > be much faster, but then again maybe something similar is done here 
> already.
>
>There's a two-level approach:
>
>1. There is an ssgRangeSelector for every group of objects on every
>    triangle; for example, all of the trees in one triangle will be
>    under the same selector, even if the triangle is many kilometers
>    wide and/or long.

I think this is the way to go for CLOD. Once we have CLOD, the triangle 
size will depend on distance, so this should be good enough (ie triangle 
number will be lower). Maybe when I program CLOD, I add a 3rd 
ssgRangeSelector based on quadtrees which should be even better. I suppose 
you use frustrum culling before the ssgRangeSelector (no use testing for 
distance when the object isn't visible anyway).

Yes, I get quite a big framerate drop on my system (AMD1.4 GF3). Not that 
it makes much of a difference, it's still quite smooth. Given the low 
polygon count of the added 3D objects my GF3 should take virtually no 
performance hit. That's why I'd assume it's the range selection causes the 
drop. Using a quad based approach, you'd discard most of the trees in one 
go and only look for trees in the closer quads...

Anyway, I'm talking about things I don't understand that well because I 
actually haven't implemented them myself. I should really get going with 
the CLOD and do some of my own experiments before I voice my opinion here 
loudly :)

Cheers, Christian


_______________________________________________
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel

Reply via email to