> I have no idea > though about Nasal terrain sampling performance.
Pretty good these days - whenever a convective weather system is set up, we use about O(1000-2000) terrain elevation sampling points to generate the cloud-terrain interaction, they're done at a rate of 20 per frame. On my old computer, this is visible in the framerate indicator as a temporary reduction, on my new computer it doesn't even show. If you evaluate 1-5 rays per frame, you're certainy not causing massive performance drain. > I know the advanced weather system uses a C++ random area terrain sampler > written by Torsten Dreyer. Yes - but the way this is currently set up it wouldn't help you - it just samples various averages and variances of the elevation, it can't be used to give you a profile of the terrain. * Thorsten ------------------------------------------------------------------------------ Keep yourself connected to Go Parallel: INSIGHTS What's next for parallel hardware, programming and related areas? Interviews and blogs by thought leaders keep you ahead of the curve. http://goparallel.sourceforge.net _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel