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
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
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
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
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.
-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
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
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
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
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
10 matches
Mail list logo