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

Reply via email to