On Wed, Mar 24, 2010 at 4:19 PM, Martin Spott <martin.sp...@mgras.net>wrote:
> Erik Hofman wrote:
> > Tim Moore wrote:
>
> >> I think the point is that the tools that build BTG files don't use the
> >> new format.
> >
> > Well maybe, just maybe it can be modified to output to ac3d or something
> > similar (or even btg format itself).
>
> Problem is that casting curved shapes into triangles, the way our
> Scenery is currently set up, results in a pretty high triangle count.
>
> A couple of months ago I've done a few tests: Compiling X-Plane's
> current layout of KSFO (being a prominent example), including all the
> yellow taxi lines, into a triangluated surface leads to approx. 50k
> triangles just for the pure airfield. Now add the effect which Ralf has
> been explaining on this page:
>
> http://www.custom-scenery.org/Triangle-Counts.272.0.html
>
> .... and we'll end up with a _much_ higher triangle count than we're
> used to. According to past experience with inserting OSM line data for
> the (major) roads I'd say that FlightGear is currently not ready for
> this representation of curved shapes - especially not for mainstream
> Scenery which is supposed to run on a wide range of hardware.
>
> No offense, but the hardware described on Ralf's page is not exactly
cutting edge. For an example of a million poly mesh displayed on a
reasonable 2 year old laptop (nvidia 8600M), see
http://shiny-dynamics.blogspot.com/2010/03/vertex-cache-optimization-for-osg.html.
Of course, this is a huge apples-to-oranges comparison, but it should give
food for thought about why fg seems to choke on large numbers of polys in
the scenery. While on this subject, do you scenery guys have any thoughts
about different levels-of-detail in scenery tiles?
Tim
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