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. 

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