-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Durk Talsma wrote: > On Sunday 21 October 2007 13:37, Melchior FRANZ wrote: ... > > The OSG branch doesn't have a caching mechanism, and if I understood Mathias > correctly, that would also not be necessary. I've been experimenting with > that a bit yesterday, and I'm not so sure anymore that is the case. I still > need to double check my notes with Mathias. In the mean time, I've been > working on adding an experimental model cache to the OSG branch for > (AI/Multiplayer) aircraft, and it does seem to help reduce the model loading > related stutters (at least on my laptop). Again, we could expand the same > caching logic to the non aircraft models, and make the cache optionally > persistent. Before going into that, however, I'd like to compare notes with > Mathias. The OSG branch does have a caching mechanism, although until recently not very much of the model structure was being cached. We do have to copy the scene graph nodes of an OSG model in order to support animation, and there is lots of room for optimization in deciding what parts of a model can be safely shared, but the geometry (and associated display lists), textures and graphics state are mostly being shared now.
Tim -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org iD8DBQFHG7kJeDhWHdXrDRURAgJ8AJ94evGh1e2QlVj7Oy8ZEBOO6lj51ACeOkhj PhWnB7jx3RC4MIXH6WlhsaM= =xkz6 -----END PGP SIGNATURE----- ------------------------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel