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?
The problem with any cockpit view (vs. external view) is the amount of texture management going on for all the gauges and displays. With the 2D panel, we were (at least originally) drawing a smaller screen area only above the panel, so that probably helped a bit. The San Francisco area is also slow because of all the complex terrain. Reducing the default visibility can help an awful lot (try --visibility=5000, for example). > 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 ... We use the same 3D model for both, but most models add an LOD node so that the interior is drawn only when the view is very, very close to the plane. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
