On Sunday, December 16, 2012 21:37:37 James Turner wrote:
> On 16 Dec 2012, at 19:18, Stuart Buchanan wrote:
> > I'm surprised there's any benefit to using a very low resolution texture
> > set. Surely the normal textures are already loaded by OSG and it's
> > cheaper just to refer
> > to those rather than loading some more textures?  Or are we not
> > sharing our textures
> > between tiles?
> 
> Right, I had exactly the same thought.
> 
> Of course, if by some terrible mistake we aren't sharing textures, that
> would be a very big bug, but hopefully easy to fix!
> 
> James
> 

I'm replying to multiple messages here:
James: I have no clue how and if the textures are shared, or if the osg cache 
is related to this. All I know is that I can see a difference. I could explain 
it in my simplistic view: the current position holds the large textures for 
all material within the inner zones. If there are materials within the outter 
zone which are not within the inner zone, their effect is using a smaller 
texture, at least until they pass into the inner zone. So I could explain it 
like this: I have Road, DeciduousForest, DrypastureCover in the high res zone, 
and BroadleafForest,NeedleForest, Rock, Marsh Bog etc in the outter zone. No 
need to have high res Bog for a triangle 100 km away (keep in mind I also use 
large res textures, some of which were kindly commited by ThorstenR in the 
regional set).
Regarding the osg cache, I am not familiar with the way it works, and how it 
shares textures, so forgive me if I can't answer this.

Mathias, Stuart, yes I'm only loading the bare surface from the BTG, and not 
performing any tree, building, model calculations from them (they would be 
invisible at 20-30 km away, but the osg::LOD just hides it from view, does not 
prevent from loading in RAM all the objects).
Besides reduced scenegraph, the loading speeds for an outer tile are faster.
The tilecache model is also changed, so it does not look like a long tail 
behind the flightpath, but mostly as a rectangle around the plane. I reckon 
the tower view losing terrain should be dealt by disabling tower view when 
outside a reasonable distance from the tower.

The memory gains are those I spoke about before, and allow me to fly a long 
time in custom SRTM terrain without running out of RAM. I'd estimate a 1.5 - 2 
times improvement in memory cost vs. view distance, at a slight cost of 
increased disk IO (which is not noticeable, at least running in multithreading 
mode).

I am aware there are better systems out there, I'm just doing what I can 
within the restrictions of the BTG format. I'd be more than happy to have a 
real terrain LOD, but right now that means lots of changes in Terragear and 
simgear.

I'll publish the modifications tomorrow, If I can get around to clean the code 
a bit.


Cheers,
Adrian

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