Hi Vivian, On Friday 26 October 2007 09:39, Vivian Meazza wrote: > > The problem with this plan is that OSG is simply not fit for purpose, at > least not here. If you think the stuttering was a problem in plib, it's > twice the problem in osg. Yes, the animations are better implemented, and > the pick animation is particularly good, but frame rates are about 2/3rds > that of plib, and we still lack random objects, 3d clouds, shadows, and the > ordinary clouds aren't anything to write home about either. Even the > much-vaunted particles are broken if you look at them closely.
I'm not questioning the validity of your observations, but let me add a few counterpoints. - When it comes to pausing, in plib we're hitting a design limitation, because the plib modelloaders are not multithreaded. In OSG, they are, or can be configured to be so. That means, solving the remaining pauzing problems is going to be a lot easier in OSG than it is in plib - Plib is nearly dead, whereas OSG is a fast moving platform. - There is another striking difference between the plib and the OSG version which, as I just discovered, only surfaces in windows builds: Both the plib version and the OSG version have a dynamic scanning mechanism, which reads AI traffic from any xml file dropped into data/AI/Aircraft/*. It turned out that the scanning code didn't work well on windows, and a few months back some kind soul provided a patch. It now turns out that this patch was only applied to the OSG branch. So, consequently, the OSG branch reads quite a bit more traffic than the plib brand. This will lead to more stutter[1] and lower framerates[2]. > > Of particular concern is that there has been no real progress for 12 months > now. > > I'm sure we all know all of this, but perhaps it was worth restating. > I agree it's important that we don't just wish away the problems you mention, but actually work on solving them. In the long run, as far as I can tell, the OSG route is still our best bet. Cheers, Durk [1] Due to the model loading. On plib unsolvable, whereas we can work around that in OSG. [2] Due to higher demands on both CPU and scenegraph. ------------------------------------------------------------------------- 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