On Thu, 8 Jun 2006 20:40:19 -0400, Ampere wrote in message 
<[EMAIL PROTECTED]>:

> On Friday 09 June 2006 12:06, Roberto Inzerillo wrote:
> > > Texture size has a litle impact on filtering time and a huge one
> > > when card memory is completely filled. In that situation, swapping
> > > begins and very low fps  are encountered.
> >
> > I have to conclude that adding details to an object using textures
> > is much better (from a performance point of view) then adding
> > details to the geometry. Correct?
> 
> Performance impacts from geometry is very minimal compared to that
> from  textures.  You could degrade performance very quickly if you are
> not careful  with textures, but A LOT of vertices would be needed to
> result in the same  kind of performance loss.
> 
> Another problem from using textures is that the details would
> eventually turn  blur when the camera is close enough to the object. 
> This is especially a  problem for buildings -- particularly buildings
> inside an airport, since the  users could observe them very closely. 
> You would never get this problem if  you use geometries for details.
> 
> In conclusion, spend freely on polycount, but be very conservative
> with  textures.
> 
> > Let's say I fly above an airport. Let's say the airport ground is
> > filled with a 100 3d objects (I am not exagerating) 

..Roberto _ is_ stretching understatement as concept, last years 
AirVenture put over 10 000 planes on KOSH.  My initial idea 
was "paint parked planes" with copies of one texture.   Textures is 
what we "see out the window" in FG and it works on my old junk.

..you're saying "using 20 different a few hundred times each 
is gonna work better than textures???  "Bring it on!" 8o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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