The bigger problem, I suspect, will be main memory (or maybe disk
bandwidth). An impostor scheme is going to be really tile hungry --
constantly dragging tiles off of disk, rendering them into textures,
and forgetting about them.
I know a sim that does what Norman suggest and it does not seem
Wolfram Kuss writes:
The bigger problem, I suspect, will be main memory (or maybe disk
bandwidth). An impostor scheme is going to be really tile hungry --
constantly dragging tiles off of disk, rendering them into textures,
and forgetting about them.
I know a sim that does what
Norman Vine wrote:
Erik Hofman writes:
Norman Vine wrote:
I'd better just go back into lurk mode I guess
Preferably not. The code improves the framerate by a factor which you
meantioned earlier, but also makes the framerate quite steady.
So you must have done something right!
The
Erik Hofman writes:
I'm realy impressed by the effect of the code. The higher I get, the
higher the framerate! This makes me believe we could actually enlarge
the view range when getting at a higher altitude.
Cool glad it works for you
but IMHO what is needed are imposter tiles
imposters
Erik Hofman writes:
I'm realy impressed by the effect of the code. The higher I get, the
higher the framerate! This makes me believe we could actually enlarge
the view range when getting at a higher altitude.
This would be really nice for very high flying (X) aircraft.
Jon
Curtis L. Olson writes:
One thing we'd need to think about before we got too far down this
path is the texture RAM requirements of such a scheme.
They should be minimal. For the first tier of imposter tiles, we're
using textures that we already have, and just replacing the tile with
a
David Megginson writes:
Curtis L. Olson writes:
One thing we'd need to think about before we got too far down this
path is the texture RAM requirements of such a scheme.
They should be minimal. For the first tier of imposter tiles, we're
using textures that we already have, and just
Curtis L. Olson wrote:
One thing we'd need to think about before we got too far down this
path is the texture RAM requirements of such a scheme.
That's a manageable problem. If you think about it, the amount of
impostor texture memory required is exactly that required to draw the
tiles on
Norman Vine wrote:
My apologies for the line noise
I'd better just go back into lurk mode I guess
Preferably not. The code improves the framerate by a factor which you
meantioned earlier, but also makes the framerate quite steady.
So you must have done something right!
:-)
Erik
Curtis L. Olson writes:
I had to copy sgdPointInTriangle() as well as one other routine from
the old hitlist.cxx to get things to compile. We made a decision a
while back that we wouldn't require a development version of plib,
but require only the most recent 'stable' version. So,
Norman Vine writes:
the routine has the 'smarts' to try the whole graph if and
when it doesn't get an intersection in the 'current tile' so
the tile boundary thing shouldn't be the problem.
Ok, that sounds correct.
I'll try testing with KBOS again but I was teleporting there
as part of
Curtis L. Olson writes:
I'll try testing with KBOS again but I was teleporting there
as part of my regression testing because of its unique tile
arrangement
Try --airport-id=KBOS --heading=270
Yikes good catch :-(
Hmm. hey this still works in my test bed :-)
What I'm seeing
David Megginson wrote:
Curtis L. Olson writes:
I had to copy sgdPointInTriangle() as well as one other routine from
the old hitlist.cxx to get things to compile. We made a decision a
while back that we wouldn't require a development version of plib,
but require only the most recent
Norman Vine writes:
Curtis L. Olson writes:
I'll try testing with KBOS again but I was teleporting there
as part of my regression testing because of its unique tile
arrangement
Try --airport-id=KBOS --heading=270
Yikes good catch :-(
Hmm. hey this still works in my test
Really, we need a routine that works with an arbitrary ssg scene
graph. It's very concievable that someone could import scenery from
some other project with a completely different layout. Also, we are
talking about non-vertical intesection lines when it comes to landing
gear, so a line
Norman,
This does appear to work great! Thanks for tracking this down. I
able to fly successfully both at KBOS and KSFO which I couldn't do
before.
Thanks,
Curt.
Norman Vine writes:
Curtis L. Olson writes:
Again to summarize, we value your participation, and normally you
produce very
Norman Vine writes:
tarball for new hitlist code
http://www.vso.cape.com/~nhv/files/fgfs/new_hitlist.tgz
For those of you not using the CVS version of PLib
you will need a copy of sgdPointInTriangle()
from the older hitlist.cxx this one replaces
Norman,
Thanks for your continued work on
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