Commit Graph
14 Commits
Author SHA1 Message Date
ehofman 4e7fe460a5 Melchior FRANZ:
- new FSF address
- removed a few hundred trailing spaces
- fixed a few $Id$ lines
- copied two license headers from *.hxx files to their respective
  *.cxx counterparts
- added two test aps to .cvsignore
- don't unlock an already unlocked mutex (Someone wanted to be on
  the safe side with this, but the result is undefined and makes
  pthread_mutex_destroy fail. Reference: manpage for
  pthread_mutexattr_gettype/The Open Group[1]: "Attempting to
  unlock a mutex of this type which is not locked results in
  undefined behaviour.")
- re-enabled all subsystem destructors again (this has been disabled
  because fgfs hung on exit, due to the mutex destroy failure)
2006-02-21 09:40:12 +00:00
curt 7fc8c02688 My old email address is no longer valid ... point to my web page. 2004-11-19 21:44:16 +00:00
curt 129e3c6326 Tweaks in preparation for the 0.3.6-pre1 release. 2004-07-14 22:01:15 +00:00
curt b75a694682 Bernie Bright:
Here are some changes that gave me a significant frame rate increase of about 10 fps with random objects disabled.  The interesting thing is that these changes aren't in the main loop but are in tile loader.  My guess is that I've reduced the memory footprint just enough to reduce CPU cache misses, though I have no hard evidence of this.

Initially I modified all SGBinObject member functions to pass/return by reference instead of by-value.  This gives little or no speed up but allows for some optimizations in fgBinObjLoad().  It is these changes that reduce the number of memory allocations.  Needless copying of vectors, and vectors of vectors, can be very memory intensive, especially if they are large.

Anyway I would be interested to see if you get similar results.  I would emphasize that the frame rate increase only occurs with random objects disabled.  I lose about 10-15 fps on my GF2MX 32MB with random objects, probably a fill-rate limitation or texture memory thing.
2002-08-23 17:52:10 +00:00
curt a3186af099 Additions to the binary file format to make it *much* more flexible.
For each major primative type: points, triangles, fans, and strips, you
can specify an index list of vertices, normals, colors, and texture
coordinates.  You can skip any of these you like to save on space.

Note that the work for this has only been done in the file format reader
and writer.  The FlightGear loader for instance still needs to have
support for this built in.

This is is one more small step towards runway lighting.
2002-03-10 22:49:01 +00:00
curt 520124c1be Add initial support for per vertex or per object colors. 2002-02-26 20:05:20 +00:00
curt e251bfcbaf Extended .btg format to support a 'points' primitive. 2002-02-26 19:47:06 +00:00
curt e2b4c0787a Attempt to resolve ambiguity between #include <config.h> for simgear vs.
flightgear, especially when this occurs in a simgear .hxx file.  This is
now expressly forbidden, and will cause problems anyways because we now
changed the name to <simgear_config.h> which isn't installed, so you can't
include it in an installed header file.
2001-05-15 19:26:22 +00:00
curt 096550f163 Initial revision. 2001-05-03 01:58:12 +00:00
curt 75911b6c64 doxygen ... 2001-03-25 01:42:40 +00:00
curt 2efac3d949 made read/write functions into members of SGBinObject. 2001-01-06 04:31:11 +00:00
curt c33841329d Simplified calling interface to read/write obj functions. 2001-01-06 04:07:45 +00:00
curt 260dbeb3d2 Additional bug fixes after testing. 2001-01-05 00:04:20 +00:00
curt 70f495b4e1 Move binary file reading and writing to simgear. 2001-01-04 20:16:11 +00:00