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True, the hardware is outdated, the entire article is already a couple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&#174; 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

Reply via email to