Selon Melchior FRANZ : > * Dene -- Friday 08 December 2006 21:53: > > Which has the least impact on frame rate, loading models as > > "OBJECT_STATIC" or "OBJECT_SHARED"? > > That's a funny question. You choose one of those two types > because of its other properties, not because of its impact > on fps. > > OBJECT_SHARED: > - loaded only once > - *never* freed > - can't run nasal > - used for generic objects, such as airport inventory > - path relative to $FG_ROOT > > OBJECT_STATE:
OBJECT_STATIC > - loaded once per use(!) > - freed with the tile > - can run its own Nasal code embedded in the XML file > (e.g. light signals for lighthouses, etc.) > - used for unique landmarks > - path relative to the *.stg file dir > > This is all described in $FG_ROOT/Docs/README.scenery, > and most of that is not true for ancient fgfs versions, > anyway. :-P Anyway, putting a great number of the same static object in a scenery has a much greater impact than a great number of shared objects because the former will fill the GPU memory and the latter will be there only once. This is demonstrated in the Paris scenery available at fgfsdb. Better yet : use only one material and group all occurences of the same OBJECT_SHARED in the stg file for less state changes that improves fps. -Fred -- Frédéric Bouvier http://frfoto.free.fr Photo gallery - album photo http://www.fotolia.fr/p/2278/partner/2278 Other photo gallery http://fgsd.sourceforge.net/ FlightGear Scenery Designer ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ Flightgear-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/flightgear-users
