Norman Vine wrote: > 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
I'm not sure this will work as well as you think. The only way to reduce the amount of work done is to re-render panel instruments something less than once per frame. Once that multiplier becomes more than 2 or 3, you end up with the same chunky, awful panel animations that MSFS is (in)famous for. Ick. Remember that this only matters for low frame rate situations -- people who are already getting 60 fps don't care about getting to 90. But people at 15 Hz might not be willing to go to 25 if it means that their panel instruments update at only a stuttering 8 Hz. The panel update rate is, IMHO, more important than the overall frame rate. This is my #1 biggest peeve about MSFS. And remember that fast render-to-texture requires support for pbuffers/render_texture extensions (I believe only NVidia's windows drivers currently have this). Doing it with glCopyTexSubImage involves at least one extra blit and buffer clear per frame, which is (I suspect) likely going to cost more fill rate than you save in panel rendering. Andy -- Andrew J. Ross NextBus Information Systems Senior Software Engineer Emeryville, CA [EMAIL PROTECTED] http://www.nextbus.com "Men go crazy in conflagrations. They only get better one by one." - Sting (misquoted) _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel