Hi,

On Sunday, December 16, 2012 22:32:48 Adrian Musceac wrote:
> My main interest with terrain was a) having longer distances available, and
> b) having separate traversal masks only for surface. All for use in my
> infamous now radio code. This lead to what I have now, an improvement in
> memory usage and view distance.

Ok, for that, I can see a lot of solutions.

Having one that is may be close:
Use the BVH tree that is used in fgelev or fgai. The fgelev one is 
parametrized like you probably need today. There is one hacky switch in the 
BVH paging that only loads terrain into a bounding volume tree.

Have two different bvh trees and making sure that these nodes are not cached 
for scenery loading  - since they are incomplete in the sense of the visible 
viewer - would provide you what you need.

Since you are doing radio stuff I expect that your main workhorse is a line 
segment intersection which should be done best with this kind of structure.
True?
May be you need an other line segment visitor which measures the distance that 
is covered by material.

Ok, what might block this approach is the amount of static variables that is 
spread around. Already in face of reusability almost every global/static 
variable can be a serious problem ...

Look into fgelev and fgai and look for BVHPAger and its 
getBoundingVolumes(sphere) method.
May be flightgear is not really ready for this kind of shared usage, but the 
basic building blocks are there ...
Ok, in the end you might need an other custom approach. But just off my head 
what I think is probably best algorithmically.

Also keep in mind that tuesday is the deadline for new features for the next 
release.

Greetings

Mathias



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