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D Wysong schrieb:
> Can I keep FG from going back into plib and fiddling with
> textures once the sim is up/initialized!?
> 
> I'm using a custom texture that I created using OpenGL
> directly (instead of via plib) and I'm getting HOSED when FG
> decides to go load new textures (... or when it does whatever
> it does when it starts making calls to ssgLoadTextures,
> ssgMakeMipMaps, etc., after the sim is executing).  AArrgh!
> 
> Are there any reasons why plib wouldn't let me build/use my
> own textures? (... I posted a similar question on the
> plib-users list to see if I get any replies)
> 
> Why does FG need to load anything once the sim is executing? 
> Are textures not allocated/created by FG until they're needed? 
> Can this 'load-it-as-you-go' behavior be replaced with a
> 'load-everything' approach?
> What are the consequences?

Until someone who knows what he's talking about comes and gives you the
real answer, I'll try:

FlightGear doesn't handle it's own textures. It uses the scene graph
from PLIB. So it tells PLIB to display object "foo" on this position.

PLIB itself knows "foo" (i.e. the geometry and the textures). But PLIB
also knows quite a lot of different other objects. So it can sort the
drawing order in such a way that it can minimize the OpenGL state changes.


And there's a reason why we don't have all textures in memory. As you
fly along some new objects (with new textures) will come into your
viewport and others will go away.
As you'll have more and more objects (like Golden Gate bridge, Alcatraz,
...) this is very important - you'll never have enough memory to keep
all textures for all objects on the world in memory.


So what should you do?
Use PLIB! You'll probably need to derive your own SSGLeaf or so.
This is the part I'm totaly lost at and where the PLIB list will help you.

CU,
Christian

PS: This question also might be better asked at the flightgear-developer
list.
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