> 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