On Dienstag, 6. Juli 2004 13:48, Norman Vine wrote:
> Norman Vine write:
[pseudocode]
Thanks, that helped very much!
I have hacked together a little proof of concept code of what I described
earlier.
It implements a little triangle cache which consists of a ssgBranch with at
most 10 ssgLeafs each containing one triangle.
I do a FGHitList::Intersect(...) with that private ssgBranch to get the
required information. If the cache does not contain the triangle below the
gear, I intersect with globals->get_scenery()->get_terrain_branch() and put
that new triangle into the cache. That happens about every few seconds.
So alltogether this is not performance critical: Intersection with the cache
is cheap and intersection with the scene happens seldom.
But I observe strange coredumps.
How are threads organized in Flightgear?
Does an other thread change the scenegraph below my a**?
And if so, is there a lock which guards the scenegraph from changes?
A second question:
Which ssgBranch contains objects like an aircraft carrier?
Greetings
Mathias
--
Mathias Fr�hlich, email: [EMAIL PROTECTED]
_______________________________________________
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel