frohlich 679db5a22b 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
2009-03-18 07:53:50 +01:00
2009-03-11 20:06:56 +01:00
2004-04-04 14:24:06 +00:00
2006-02-17 08:58:56 +00:00
2000-02-09 19:27:02 +00:00
2003-06-11 18:55:36 +00:00
2001-12-17 16:52:20 +00:00
2006-03-20 19:22:20 +00:00
2000-03-29 00:00:46 +00:00
2007-07-23 22:00:31 +00:00
2002-09-07 02:58:19 +00:00

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