]> git.mxchange.org Git - simgear.git/commit
The chunked stuff is no longer needed for the ground tiles.
authorfrohlich <frohlich>
Sat, 14 Mar 2009 11:08:43 +0000 (11:08 +0000)
committerTim Moore <timoore@redhat.com>
Wed, 18 Mar 2009 06:53:50 +0000 (07:53 +0100)
commit679db5a22b9cd53b81c546b904a67d9290a70180
treef29a7029d1354db74eb5280de4cc92218cd641c3
parent0e35168bdb991afbc5390257949e928956a27249
The chunked stuff is no longer needed for the ground tiles.

... I (Mathias Froehlich), believe that it is more performant (for the GPU) to
build the biggest indexed sets possible at the expense of tight culling.
I (Mathias Froehlich) also know that the CPU is more performant on smaller chunks
building the old flat groundcache on such tiles. :)
So this code *was* to balance these two contrary requirements to some degree.

Now we have optimized datastructures for drawing and differently optimized
datastructures for intersection tests.

Modified Files:
simgear/scene/tgdb/obj.cxx
simgear/scene/tgdb/obj.cxx