> Before and after screenshots:
> Before - http://www.nanjika.co.uk/flightgear/buildings-old.jpg
> After - http://www.nanjika.co.uk/flightgear/buildings.jpg

Wow, this looks pretty good! Why are there buildings on the street though - 
isn't that a different landclass?

Does this have to an US-style rectangular street grid, or can we come up with 
an algorithm to draw more European-style street patterns (I think an adaption 
of the Markov chains I've been using for the undulatus cloud patterns might do 
the trick)?

> And, the performance numbers confirm many discussions here - 
> the batched geometry with no state changes is very efficient, it's 
> nodes, transforms and state changes that are killing us.

I don't know... might be lack of transparency and low vertex count as well. The 
buildings are more or less cubes, if there are 1000 visible it's ~8000 
vertices, usually I see performance deteriorating when I go from ~400.000 
vertices to 800.000 vertices, if you throw 10.000 more in or not is just lost 
in the variations in scenery vertex count. I thought a lot of the resource 
drain comes from models with an xml-wrapper.

Well, I'm looking forward to this!

Cheers,

* Thorsten

------------------------------------------------------------------------------
Better than sec? Nothing is better than sec when it comes to
monitoring Big Data applications. Try Boundary one-second 
resolution app monitoring today. Free.
http://p.sf.net/sfu/Boundary-dev2dev
_______________________________________________
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel

Reply via email to