Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-12 Thread Arnt Karlsen
On Sun, 11 Jun 2006 14:53:13 -0400, Ampere wrote in message [EMAIL PROTECTED]: On Friday 09 June 2006 21:50, Arnt Karlsen wrote: ..Roberto _ is_ stretching understatement as concept, last years AirVenture put over 10 000 planes on KOSH.  My initial idea was paint parked planes with copies

Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-11 Thread Ampere K. Hardraade
On Friday 09 June 2006 21:50, Arnt Karlsen wrote: ..Roberto _ is_ stretching understatement as concept, last years AirVenture put over 10 000 planes on KOSH.  My initial idea was paint parked planes with copies of one texture.   Textures is what we see out the window in FG and it works on my

Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-09 Thread Frederic Bouvier
Quoting Roberto Inzerillo: I wonder how do textures impact on fps against simply colored 3d objects. I have a bunch of raw 3d objects to put into a scenery, they look very rough because of lack of details. Fps performance is very good. Well, I could make them look much nicer by applying

Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-09 Thread Roberto Inzerillo
Graphic cards are optimized to texture objects. The greatest penalty is when you do state changes. A state is all attributes that affect the rendering of a primitive ( point, line or triangle ). A color change is heavy as well as a texture change. The new Paris Scenery can display lots of

Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-09 Thread Arnt Karlsen
On Fri, 09 Jun 2006 17:03:58 +0200, Frederic wrote in message [EMAIL PROTECTED]: Using Shared models helps saving memory. That way, only one model is loaded, and it is displayed multiple times. With static objects, every instance is loaded in memory, with duplicates on geometry and textures.

Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-09 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Arnt Karlsen schrieb: On Fri, 09 Jun 2006 17:03:58 +0200, Frederic wrote in message [EMAIL PROTECTED]: Using Shared models helps saving memory. That way, only one model is loaded, and it is displayed multiple times. With static objects, every

Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-09 Thread Robicd
Using Shared models helps saving memory. That way, only one model is loaded, and it is displayed multiple times. With static objects, every instance is loaded in memory, with duplicates on geometry and textures. Changing OBJECT_STATIC to OBJECT_SHARED helped having a decent fps over Paris, as

Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-09 Thread Frederic Bouvier
Roberto Inzerillo wrote : I am not shure I did understand what you mean. Anyway, I try explaining my point of view and share my opinion. Maybe I am wrong, maybe I miss something. Please comment it. Let's say I fly above an airport. Let's say the airport ground is filled with a 100 3d

Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-09 Thread Arnt Karlsen
On Fri, 09 Jun 2006 20:49:06 +0200, Robicd wrote in message [EMAIL PROTECTED]: Arnt Karlsen wrote: ..an idea: Can an hangar model be used to make the EAA Museum at KOSH http://sleepyhollowfarm.com/OshkoshAerialLarge.jpg by using the hangar model several times and overlapping at corners to

Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-09 Thread Arnt Karlsen
On Thu, 8 Jun 2006 20:40:19 -0400, Ampere wrote in message [EMAIL PROTECTED]: On Friday 09 June 2006 12:06, Roberto Inzerillo wrote: Texture size has a litle impact on filtering time and a huge one when card memory is completely filled. In that situation, swapping begins and very low