Re: [Flightgear-devel] new_hitlist

2002-03-24 Thread Wolfram Kuss
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

Re: [Flightgear-devel] new_hitlist

2002-03-24 Thread David Megginson
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

Re: [Flightgear-devel] new_hitlist

2002-03-17 Thread Erik Hofman
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

RE: [Flightgear-devel] new_hitlist

2002-03-17 Thread Norman Vine
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

RE: [Flightgear-devel] new_hitlist

2002-03-17 Thread Jon Berndt
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

RE: [Flightgear-devel] new_hitlist

2002-03-17 Thread David Megginson
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

RE: [Flightgear-devel] new_hitlist

2002-03-17 Thread Curtis L. Olson
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

Re: [Flightgear-devel] new_hitlist

2002-03-17 Thread Andy Ross
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

Re: [Flightgear-devel] new_hitlist

2002-03-16 Thread Erik Hofman
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

Re: [Flightgear-devel] new_hitlist

2002-03-16 Thread David Megginson
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,

RE: [Flightgear-devel] new_hitlist

2002-03-16 Thread Curtis L. Olson
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

RE: [Flightgear-devel] new_hitlist

2002-03-16 Thread Norman Vine
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

Re: [Flightgear-devel] new_hitlist

2002-03-16 Thread Andy Ross
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

RE: [Flightgear-devel] new_hitlist

2002-03-16 Thread Curtis L. Olson
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

Re: [Flightgear-devel] new_hitlist

2002-03-16 Thread Alex Perry
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

RE: [Flightgear-devel] new_hitlist

2002-03-16 Thread Curtis L. Olson
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

Re: [Flightgear-devel] new_hitlist

2002-03-15 Thread Curtis L. Olson
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