Re: [TuxKart-devel] playing with 2 gamepads
Status: Alpha
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sjbaker
From: Steve B. <sjb...@ai...> - 2004-08-10 22:38:17
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Ingo Ruhnke wrote: > When I am in a position where only a small portion of the track is > visible the framerate is also a better, in other section it is however > still unusable slow. Tweaking the Near/Far clipping planes helps here > quite a bit, even so that would be more an ugly workaround than a > solution. wolfman8k mentioned VBOs, which might provide some serious > speedup over vertex arrays which are currently used in plib (correct > me if I am wrong here). However I have no idea how good that speed > boost would be. It varies *tremendously* from one graphics card to another and even from one driver version to another. I'd be suprised if that turned out to help much. We could create ssgRangeSelector (aka level-of-detail) nodes to toss out track segments that are further than some specific range. > Another problem is that breaking the track up into pieces results in > seams all over the track, this might be due to the way the AC3d > exporter works which might result in some nummerical errors, however > havn't checked the details. I can't explain that problem - it doesn't happen with files created within AC3D. Since AC3D files are ASCII text, it should be really easy to figure it out with a two polygon test model. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |