From: Frederic B. <fre...@fr...> - 2009-03-01 17:40:33
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Hi Mathias, Mathias Fröhlich a écrit : > Hi all, > > I have checked in an update to the ground intersection code. > This new implementation utilizes a pre built bounding volume tree that is > attached to the scene graph userdata. > > More detailed models near the aircraft should no longer kill performance like > it happened with the old grondcache. > > Movement of objects, in particular the carrier, is no longer tracked by > carrier special data. Instead movement is expressed in a generic way. > Currently all ships have the velocities set and should be visible by the > ground intersection code of the main model. > That is you should now be able to land on any ship - at least with a > helicopter. ... well, the lack of my current helicopter flying abilities I have > not tested this :) > > There is still a groundcache implementation that collects a subset of that > collision tree around the aircraft and provides a fast shortcut for > intersection tests within the near environment of the aircraft. > > For my test machine, I get frame rate improvements up to 10%. > > This implementation provides also the groundwork for better intersection tests > than just that elevation query that is used for all collisions. > These will show up in the near future in the main model interface so that FDM > programmers should be able to make use of that. > > If you encounter any problems please report. > I see a huge memory consumption when trying to start from EGLL ( or EDDF, or EHAM, or LFPO ) with the scenery available via TerraSync/SVN. The process memory climbs to its maximum ( 2Gb for a 32 bits system - WinXP ) and the fgfs.exe process dies. This phenomenon doesn't occur at KSFO. The problem was not there yesterday morning. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery http://fgsd.sourceforge.net/ FlightGear Scenery Designer |