On 29.09.2011 10:21, James Turner wrote:
> Hopefully ThorstenB will have some comments, since he's the person
> who most recently touched the tile-loading code, which is by far the
> most sensitive thing (in terms of system performance) for how we
> compute visibility.

Well, I have little to add. I can just confirm your and Curt's 
descriptions: yes, the tile loader reads the visibility property. When 
is has increased above a certain threshold (or when the position has 
moved into another area), it starts loading more scenery. And it always 
requests all tiles within the range defined by visibility (limited to 
the max-lod range though). It could be changed easily to watch for some 
other property - such as a specific "ground visibility property", when 
that's provided. But yes, loading scenery is a major performance/memory 
factor - so we shouldn't be loading much more scenery than we do now - 
unless the fundamental concepts are also improved (such as better LOD 
support for scenery tiles).
And it'd be rather complicated to implement any other tile loading 
method instead of the current concept of loading all tiles within a 
certain range. The tile loader lives in a simple 2D world. It knows 
nothing about elevation of certain tiles etc.


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