Re: Reducing airports polygon count
"Curtis L. Olson" <[email protected]> Tue, 25 Jan 2005 15:47:18 -0600
| Newsgroups | gmane.games.flightgear.terragear.devel |
|---|---|
| Message-ID | <[email protected]> |
Dale E. Edmons wrote: > Would it be fairly easy to reduce the polygon count of airports? > Reducing the polygons in the terrain was fairly easy but the airport > count is still too high for my application (converting to SPX-200 on > two of our full flight simulators). I'm still working out a few bugs > in my conversion so I haven't looked too closely yet, but it should be > somewhere in TerraGear/src/Airports/GenAirports. Large airports > currently cause rhe visual system to abort due to timeout caused by > overload as soon as the airport tries to come into view. If it's a load time issue, you may also need to be concerned about the number of runway lights. A really quick/crude hack would be to simply eliminate all the taxiways. That would drop your polygon count down substantially. Runways are divided up into smaller chunks so that we can properly apply the various texture pieces which together form the whole runway. Without changing the texture scheme. there's not much you can do about reducing the number of poly's used for the runways. It would be interesting to hear how your IG natively models airports/runways. How do they build/draw the runway numbers and other markings. Are they part of the texture, or are they overlayed as separate polygons? You could always rewrite the airport generator to use a different scheme. :-) Curt. -- Curtis Olson http://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d _______________________________________________ Terragear-devel mailing list [email protected] http://mail.flightgear.org/mailman/listinfo/terragear-devel 2f585eeea02e2c79d7b1d8c4963bae2d