David Megginson writes: > Curtis L. Olson writes: > > > However there is still an issue to worry about. The random ground > > cover code can create thousands of objects which means a branch node > > in our scene graph with thousands of kids. plib is not exactly > > efficient at deleting kids and even if you know the index, it converts > > this to a pointer and then later needs to do a linear search to find > > the index again. I've submitted a patch to the plib list to help with > > this, but I've never had good luck getting any plib code to change. > > How big is the hit if you simply delete a higher-level node and let > plib delete all of the branches and leaves underneath automatically?
My guess is that we would gain more by having the random objects connected to the leaf rather then to the individual triangles. This would mean that the culling would not be as fine grained but the bookeeping overhead would be a LOT less. Of course the actual result of this change would vary depending on processor speed and GFX card but as the GFX cards are always getting better I believe this would eventually always be a WIN as long as we stay with our 'tri-fan' vs a 'tri-strip' approach in that 'fans' are usually 'optimium' for culling etc. Norman _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
