Norman Vine writes: > Norman Vine wrote: > > > > In the case of a 3D cockpit there may be a good use for this > > in building the texture up but the main problem I see is still > > going to be polygon offset related, so I am suggesting that > > a better approach might be to bind to textureObjects rather > > then an actual texture and then build the texture object each > > frame and use the subTexture call to update the textureObject > > This method should also be *considerably* faster then the current > Panel code in that the actual updating of the instruments can be > done on a round robin basis reducing the work done per pass as > all but the instrument texture being reconstructed on this pass > will just be a single texture layer probably rendered as a quad ! > > An individual instruments updating could perhaps be delayed a > bit more further improving performance if the actual instrument > being modeled had a 'real' sampling rate we wanted to simulate > > lazy-evaluation-yields-fast-programs'ly yr's
One of the knocks against programs like Fly and MSFS is their horribly slow instrument update rate. That's one thing poeple really like about programs like X-Plane and FlightGear. You can actually fly off the instruments because they move very smoothly ... because they are updated every frame. And we would also need to be careful of texture space since this sort of scheme is going to increase texture ram usage. 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 _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
