Tim Moore wrote: > On Wed, Mar 24, 2010 at 4:19 PM, Martin Spott <martin.sp...@mgras.net>wrote:
>> 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. True, the hardware is outdated, the entire article is already a couple of years old, but the basic effect still applies. > 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? We do. The current idea is 'simply' to render a certain range of sceneries at differently detailed levels (by doing polygon simplification at database level) and to connect these sceneries into some XML structure which takes care of the LOD-vs-distance equation. This tree is meant to be built at tile-level, which means that every tile is no more referenced by the corresponding .stg-file but instead by an XML file which refers to the various binary scenery tiles - in whichever file format might be appropriate (certainly starting with our well-known BTG). Sooner or later we'd like to drop the fixed tile numbering scheme - still keeping it as an option, but not mandantory - in favour of a schema where the area which is covered by the respective tiles is being defined in the respective XML files, thus allowing for variants where low-detail tiles may cover a wider area. Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -------------------------------------------------------------------------- ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel