Hi, On Thursday, July 19, 2012 17:09:09 James Turner wrote: > I have some plans in that direction post 2.8, especially to flatten the LOD > quadtrees and transforms of the tiles. Each tile will get some top-level > LOD groups for all objects (shared and static). I'm hoping in combination > with the LOD-scale function in OSG, this will mean we can automatically > drop random tress / building and STG objects to keep frame-rate up. (as an > optional mode of course!)
You mentioned flattening the transforms. As already discussed this is good to do. But some of them are critical to stay like the are or at least similar. The first one that positions objects with respect to the earth centered coordinate system for precision reasons. Also these coordinate systems coudl for drawing reasons aligned in any direction. But as long as we do simulations using the same tree and geometry alignments that we do for draw this still interferes with the bounding volumes we have for ground intersections. And this axis aligned bounding box implementation gains a lot by having the boxes horizontally aligned. Todays transforms are done so that huger things are aligned with the horizont which serves this purpose. Greetings Mathias ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel