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

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