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