679db5a22b9cd53b81c546b904a67d9290a70180
... 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
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