Curtis Olson writes:
> 
> (I haven't dug much in the code for these trees, but ...) it 
> appears that the random locations are computed as areas come 
> into view (or come close enough to the viewer.)  So each time 
> a new chunk of trees are added, I see a blip in the frame 
> rates.  If there are a lot of chunks that need to be added, 
> that translates into a lot of blips.  Would it be possible to 
> compute the locations of the trees when the tile is loaded 
> (in the load thread) and always have these structures 
> available when needed? 

< note I haven't dug into the code either >

The standard way of doing this is to time limit the loader
Thread.  Eg loading trees only a few per frame as time allows.  
perhaps into a temporary data object.

The OSG LOD loader thread is an example of how to do this

Cheers

Norman


-------------------------------------------------------------------------
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/
_______________________________________________
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel

Reply via email to