Re: [Flightgear-devel] RE : Binary Space Partitioning ?

2002-12-20 Thread Brandon Bergren
There is no visibility culling whatsoever in FG. (other than maybe 
back-face).  FG depends upon distance culling instead.

I don't think BSP works very well outdoors, anyway :)



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Re: [Flightgear-devel] RE : Binary Space Partitioning ?

2002-12-20 Thread Curtis L. Olson
Brandon Bergren writes:
 There is no visibility culling whatsoever in FG. (other than maybe 
 back-face).  FG depends upon distance culling instead.
 
 I don't think BSP works very well outdoors, anyway :)

FlightGear uses view frustum culling (and in most cases has back face
culling turned on as well.)

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] RE : Binary Space Partitioning ?

2002-12-01 Thread Curtis L. Olson
Danie Heath writes:
 I take it you guys are running some sort of binary space partitioning,
 what is the type you use ?

Can you be more specific?  Partitioning which space, for what purpose?

Thanks,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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RE: [Flightgear-devel] RE : Binary Space Partitioning ?

2002-12-01 Thread Danie Heath
Title: Message



Hi again ...The Binary Space Partitioning I mean is 
:What is the method you guys follow to subdivide the scenery, objects, 
aircraft so that you only render what you see ... Wouldn't the rendering be more 
efficient with a system like this ...Danie HeathRisC Com cc+27 
12 654 5100083 412 6904[EMAIL PROTECTED]  www.risccom.co.za  
-Original Message-From: 
[EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] 
On Behalf Of Curtis L. OlsonSent: 01 December 2002 02:05 PMTo: 
[EMAIL PROTECTED]Subject: Re: [Flightgear-devel] RE : Binary 
Space Partitioning ?Danie Heath writes: I take it you guys 
are running some sort of binary space partitioning, what is the type you 
use ?Can you be more specific? Partitioning which space, for what 
purpose?Thanks,Curt.--Curtis Olson IVLab / 
HumanFIRST Program FlightGear 
ProjectTwin Cities 
[EMAIL PROTECTED] 
[EMAIL PROTECTED]Minnesota http://www.menet.umn.edu/~curt 
http://www.flightgear.org___Flightgear-devel 
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RE: [Flightgear-devel] RE : Binary Space Partitioning ?

2002-12-01 Thread David Megginson
Danie Heath writes:

  What is the method you guys follow to subdivide the scenery, objects,
  aircraft so that you only render what you see ... Wouldn't the rendering
  be more efficient with a system like this ...

Plib defines a bounding sphere for each leaf or branch node in a scene
graph, then tests what bounding spheres intersect the current view
frustum.  It's a pretty efficient arrangement -- it works best, of
course, when the scene data is well-organized into branches and
subbranches.


All the best,


David

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RE: [Flightgear-devel] RE : Binary Space Partitioning ?

2002-12-01 Thread Elad Yarkoni
Once upon a time, you were sitting and writing:

 What is the method you guys follow to subdivide the scenery, objects,
 aircraft so that you only render what you see ... Wouldn't the rendering
 be more efficient with a system like this ...

Hm binary trees ? 
I always thought the main back-to-from mechanism in FG
was a simple Z-buffer (which is native to OpenGL apps)




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RE: [Flightgear-devel] RE : Binary Space Partitioning ?

2002-12-01 Thread Curtis L. Olson
Danie Heath writes:
 Hi again ...
 
 The Binary Space Partitioning I mean is :
 
 What is the method you guys follow to subdivide the scenery, objects,
 aircraft so that you only render what you see ... Wouldn't the rendering
 be more efficient with a system like this ...

We use a scheme where we divide up the surface of the earth into
tiles.  We then render the m x n grid of tiles nearest to the viewer
that fully cover the radius of visibility.  (m and n are always odd
numbers for what it's worth.)

Here is some basic information on the coordinate systems we use:

http://www.flightgear.org/Docs/Scenery/CoordinateSystem/CoordinateSystem.html

Here is some further information on how we split up the world.  I see
that some of the information on file formats is dated, and there is a
better tutorial now for the actual scenery building process, but
section 2 will hopefully provide the details you are asking for:

http://www.flightgear.org/Docs/Scenery/SceneryGeneration/SceneryGeneration.html

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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