On Wednesday 09 July 2003 00:53, Bernie Bright wrote: > On Tue, 08 Jul 2003 22:07:06 +0100 > Lee Elliott <[EMAIL PROTECTED]> wrote: > > > On Tuesday 08 July 2003 21:58, Curtis L. Olson wrote: > > > Lee Elliott writes: > > > > Hello all, > > > > > > > > While we're discussing texture sizes, I'd like to hear how people get on > > > > > > with > > > > high-poly models. > > > > > > > > While I have some problems if a lot of texture space is needed, I don't > > seem > > > > to have any trouble with what I'd consider to be high poly models. > > > > > > > > What are other peoples experiences in this respect? > > > > > > I think we have some capacity (especially on higher end systems) for > > > cranking more polygons. However, we need to be careful because we > > > might find ourselves throwing 10-100 of these aircraft into a single > > > scene (i.e. landing at a busy airport.) We might be able to get away > > > with 1 high polygon count model, but if we have 10-100 it will kill us > > > ... and if they are all parked at the airport, we might not be able to > > > use LOD to bail us out (like we could if the aircraft were all airborn > > > and flying normal routes with normal separation.) > > > > > > In general, for real time simulation, it's a really good idea to try > > > to keep the polygon count down. This is one of the biggest challenges > > > with building models for real time simulation. > > > > > > > Is there any way to come up with a rough guidence figure? > > Three 747 models parked at KSFO brought my system to a virtual halt. The > first two were okay, losing about 5 or 6 fps each. This was on a 32MB > GeForce2. > > Bernie
Does it make any difference if you toggle texturing off? LeeE _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
