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Martin.spott (talk | contribs) m (Remind of widely accepted guidlines) |
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* Avoid mixing textured and untextured geometry in the same model. Build the coloring into the texture map instead. | * Avoid mixing textured and untextured geometry in the same model. Build the coloring into the texture map instead. | ||
* Within your modeling tool, try work with large meshes instead of groups of small meshes - but please don't mistake this as a request for grouping multiple, distinct buildings into a single AC3D file. I know that this can result in a very unpleasant workflow; we are working on optimizations in Flightgear that will combine mesh parts automatically. | * Within your modeling tool, try work with large meshes instead of groups of small meshes - but please don't mistake this as a request for grouping multiple, distinct buildings into a single AC3D file. I know that this can result in a very unpleasant workflow; we are working on optimizations in Flightgear that will combine mesh parts automatically. | ||
* Textures containing alpha cause various problems. In order to be rendered correctly, translucent geometry must be sorted by distance on the CPU. Furthermore, geometry is sorted on a course level (basically by mesh), so you may see various artifacts. If you have some transparent parts of a model, | * Textures containing alpha cause various problems. In order to be rendered correctly, translucent geometry must be sorted by distance on the CPU. Furthermore, geometry is sorted on a course level (basically by mesh), so you may see various artifacts. If you have some transparent parts of a model, you should violate the first rule above and assign those parts to their own texture. | ||
you should violate the first rule above and assign those parts to their own texture. | |||
* Don't assign an RGBA texture to a model that is completely opaque! | * Don't assign an RGBA texture to a model that is completely opaque! | ||
=AI traffic= | =AI traffic= | ||
[[Interactive Traffic|AI-traffic]] is computer controlled traffic, which includes traffic over the [[Howto: Multiplayer|MP network]]. By turning off this function you're not able to see other aircraft. | [[Interactive Traffic|AI-traffic]] is computer controlled traffic, which includes traffic over the [[Howto: Multiplayer|MP network]]. By turning off this function you're not able to see other aircraft. | ||
Most stuttering, or lag, in FlightGear is caused by AI traffic. Especially heavy models need quite some time to load, eg the [[Grumman F-14 Tomcat|F-14]] or the [[Rockwell B-1B Lancer|B-1B]]. Every time a new aircraft enters your local area, your computer has to load the model for that particular aircraft. The time required to read the data from the drive creates a stutter, or lag, which can range from a minor annoyance to a crash. The busier the place you fly, the more lag you'll get; eg flying around KSFO will generate more lag than a flight near EGLL, since there is more traffic near KSFO. | Most stuttering, or lag, in FlightGear is caused by AI traffic. Especially heavy models need quite some time to load, eg the [[Grumman F-14 Tomcat|F-14]] or the [[Rockwell B-1B Lancer|B-1B]]. Every time a new aircraft enters your local area, your computer has to load the model for that particular aircraft. The time required to read the data from the drive creates a stutter, or lag, which can range from a minor annoyance to a crash. The busier the place you fly, the more lag you'll get; eg flying around KSFO will generate more lag than a flight near EGLL, since there is more traffic near KSFO. | ||
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