On Sun, 11 Jun 2006 14:53:13 -0400, Ampere wrote in message 
<[EMAIL PROTECTED]>:

> On Friday 09 June 2006 21:50, Arnt Karlsen wrote:
> > ..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)
> 
> Textures would work if all those planes are of one type and have the
> same  livery, which is an unrealistic scenario.

..or if the textures covers a row bit of planes.

> A more realistic scene that a user would see (hopefully) in FG is a
> dozen  different types of planes belonging to a dozen different
> airlines.  Using  textures for details would require huge textures per
> aircraft-type per  airline, and would result in performance cost going
> through the roof; and  that's excluding the textures that would be
> already presented in the  airports.

..ok, we're talking "grass with rows of parked planes as seen from the
pattern", nothing fancy.
 
> Performance would still degrade if all those aircraft and buildings
> have high  geometric details, but geometries wouldn't eat up memory as
> quick as textures  would.  Beside, one could always turn off a portion
> of the geometries when  they aren't needed.
> 
> Anyway, I think we are getting a bit ahead of ourselves here. 
> FlightGear  starts to struggle/struggles with merely 10 aircraft on
> the scene.  I don't  think users would be able to see 100 planes in
> the same scene anytime  soon. :P

..hmmm.

-- 
..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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