Re: [Flightgear-devel] Reasonable vertex count for ground static?

2004-12-21 Thread Dave Martin
On Tuesday 21 Dec 2004 07:34, Innis Cunningham wrote: The vertex count is down from near 1800 to 1200 and the number of 512x512 textures is halved. The static 747 and 737 at KSFO are 1100 and 400 vertices respectivley.So that may give you an idea how complex you think the 172 should be.

Re: [Flightgear-devel] Reasonable vertex count for ground static?

2004-12-21 Thread Dave Martin
On Tuesday 21 Dec 2004 07:34, Innis Cunningham wrote: The static 747 and 737 at KSFO are 1100 and 400 vertices respectivley.So that may give you an idea how complex you think the 172 should be. Cheers Innis ___ Flightgear-devel mailing list

Re: [Flightgear-devel] Reasonable vertex count for ground static?

2004-12-21 Thread Curtis L. Olson
Dave Martin wrote: I've now got 702 vertices and still a reasonable looking model that you can taxi past 20 feet away or fly over at 100 feet and think yes, thats a 172 ;-) Very close inspection gives the game away but your unlikely to find an aircraft that can taxi up to it without catching

Re: [Flightgear-devel] Reasonable vertex count for ground static?

2004-12-21 Thread Dave Martin
On Tuesday 21 Dec 2004 19:28, Curtis L. Olson wrote: Dave, Are you familiar with Level of Detail or LOD? This is a technique where you can build multiple versions of your aircraft with different level of details. The system then automatically picks which version to display depending on how

Re: [Flightgear-devel] Reasonable vertex count for ground static?

2004-12-21 Thread Ampere K. Hardraade
Dave, you can check out the animation file (specifically: engine animation) for the MD11 if you want to learn how to set different LOD's. Curt, as I was working on the MD11, I get a feeling that FlightGear is loading every single polygon into the scene graph. Is my feeling correct? If so,

Re: [Flightgear-devel] Reasonable vertex count for ground static?

2004-12-21 Thread Curtis L. Olson
Ampere K. Hardraade wrote: Dave, you can check out the animation file (specifically: engine animation) for the MD11 if you want to learn how to set different LOD's. Curt, as I was working on the MD11, I get a feeling that FlightGear is loading every single polygon into the scene graph. Is my

Re: [Flightgear-devel] Reasonable vertex count for ground static?

2004-12-21 Thread Curtis L. Olson
Dave Martin wrote: Now thats interesting stuff; I *had* noticed that FG has lod settings and such but I don't know much about how it works in FG (Although I fully understand the principal). I'll have a go at making another version of the 172 with say, 2d wings, solid windows and less polys in

Re: [Flightgear-devel] Reasonable vertex count for ground static?

2004-12-21 Thread Dave Martin
On Tuesday 21 Dec 2004 20:17, Curtis L. Olson wrote: I would think that a super detailed version would be nice, some sort of middle range version, and some super tiny version that might be a dot or just a couple polygons. From there you could tune or add if you thought you needed to. At

RE: [Flightgear-devel] Reasonable vertex count for ground static?

2004-12-20 Thread Innis Cunningham
Hi Dave Dave Martin writes I've made the model look near to the normal model in quality unless you go right up and look closely (interior textures, controls etc are gone) The seats are still in but I've cropped a lot of vertices from the fusealage and wings and re-orientated the model nose-up to