Hi Curt, > Are you placing your range animation node above each tile or > above each object in each tile?
One has to work with the tools available - or write one's owns... with range animation I literally mean the xml-tag in the wrapper of a model: <animation> <type>range</type> <min-m>0</min-m> <max-m>31000</max-m> </animation> Using that tool, you can't organize a scene in subnodes with models spawned from Nasal (or maybe you can and I just don't know how). > I suspect that some careful scene graph > organization could yield better results than nasal ... I have organized clouds in a quadtree structure I wrote for Nasal and in arrays when I need it for different purposes. For the problem at hand, I want to limit the amount of possible models written into the scenery (which is by far the slowest operation) - so the quadtree doesn't buy me much - in my scheme I have 10 range comparisons per frame (at the expense of not processing everything every frame - which I don't need anyway) - the quadtree would need much more (but would process everything every frame). I tend to use the quadtree representation for things which need to be fast, on a per-frame basis, and the array representation for things which can be slow and be dragged out over many frames. The quadtree isn't so good to solve slow problems - which, surprisingly, exist in rendering :-) * Thorsten ------------------------------------------------------------------------------ This SF.net Dev2Dev email is sponsored by: Show off your parallel programming skills. Enter the Intel(R) Threading Challenge 2010. http://p.sf.net/sfu/intel-thread-sfd _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel