Matevz Jekovec writes: > In 3d cockpit view. That leads me to another question. Is there any way > we can optimize the graphic engine, not to be so slow in 3d cockpit > view? I know we had similar problems with the engine in Falcon, but were > never solved due to untouchable source code later (license issues). Why > does it work so slow, when viewing a 3D object from close distance anyway?
3d rendering performance really has nothing to do with how closely you view an item. It has more to do with how much geometry you are drawing, how much texture ram is consumed by the objects you are drawing, and how much layering is done (i.e. how many total pixels do you need to draw to paint the entire scene.) - When looking at a 3d cockpit, you probably have more geometry to draw because of the complexities of the inside of the cockpit. To draw a lot of geometry you want a fast CPU and a fast AGP buss. - You also could have increased texture ram use because all the instruments are made from textures attached to polygons. To draw lots of textures without having to swap memory around, you want a card with lots of texture ram. - You could have increased layering as well. Think about it this way. If are pointed up and the sky takes up the whole view, I have to draw the blue sky background. Then I may need to redraw the entire screen again to add a semi-transpant cloud texture that covers the whole sky. Maybe there are 2 layers so I need to repaint the whole screen again for the 2nd layer. That means I had to draw 1024x768 pixels for the blue sky (or whatever your resolution is.) Then I have to update those 1024x768 pixels for each cloud texture. For panels it is a similar issue because instruments are made up of layers that are drawn over the top of each other (the HSI has many layers.) When the instrument panel takes up the whole screen you may have to update a particular pixel several times to get the finished scene. To handle this sort of situation well, you want a video card with high "fill rate". That won't necessarily help you get faster frame rates and won't necessarily help people afford faster video cards, but those are some of the issues ... > What about the outer views: Does FlightGear use seperated 3D cockpit > files for inner view or does it use aircraft's model cockpit? In Falcon, > we had completely different files for 3D cockpit and aircaft model ... > I'm asking this, because the cockpit of every aircraft can be as complex > as all the other parts of the aircraft together. So when showing, say 10 > aircrafts together someday with their own intelligence and properties, > framerate will very drop but you'll hardly see the canopies of the > aircrafts, let alone the inner cockpits. I think breaking free the 3D > cockpit from the aircraft model isn't a bad idea. Has anyone give this a > thought already? > <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> > <html> > <head> > <meta http-equiv="Content-Type" content="text/html;charset=ISO-8859-1"> > <title></title> > </head> > <body text="#000000" bgcolor="#ffffff"> > <meta http-equiv="Content-Type" content="text/html;charset=ISO-8859-1"> > <title></title> > <meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1"> > <title></title> > <br> > <blockquote type="cite" > cite="[EMAIL PROTECTED]"> > <pre wrap=""> </pre> > <blockquote type="cite"> > <pre wrap="">5) Around the default KFSO, the framerate is way slower than in > e.g. > Slovenia. Is there any way to fix that (I know there are way more > objects, but still I think it should be faster than 6 FPS when looking > to the city or airfield) > </pre> > </blockquote> > <pre wrap=""><!----> > Is that fps in cockpit view or chase view? I get that sort of fps in chase > view at KSFO too, but if in chase view there's also the a/c texture overhead > as well. KSFO is pretty heavy especially if you've still got the high res > textures. > </pre> > </blockquote> > In 3d cockpit view. That leads me to another question. Is there any way > we > can optimize the graphic engine, not to be so slow in 3d cockpit view? > I know we had similar problems with the engine in Falcon, but were > never solved due to untouchable source code later (license issues). Why > does it work so slow, when viewing a 3D object from close distance > anyway?<br> > <br> > What about the outer views: Does FlightGear use seperated 3D cockpit > files for inner view or does it use aircraft's model cockpit? In > Falcon, we had completely different files for 3D cockpit and aircaft > model ... I'm asking this, because the cockpit of every aircraft can be > as complex as all the other parts of the aircraft together. So when > showing, say 10 aircrafts together someday with their own intelligence > and properties, framerate will very drop but you'll hardly see the > canopies of the aircrafts, let alone the inner cockpits. I think > breaking free the 3D cockpit from the aircraft model isn't a bad idea. > Has anyone give this a thought already?<br> > </body> > </html> > _______________________________________________ > Flightgear-devel mailing list > [EMAIL PROTECTED] > http://mail.flightgear.org/mailman/listinfo/flightgear-devel -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities curt 'at' me.umn.edu curt 'at' flightgear.org 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
