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Horse/cow (scenery) culling...

Removed since this caused severe scenery (un)loading issues with osg.
Scenery nodes with too many parents cause extreme delays when unloading tiles.
=> Need a better cow/horse-herd implementation! :)
This commit is contained in:
ThorstenB 2010-11-01 17:47:08 +01:00
parent 5889a5c4e4
commit 5612cd36dd

View file

@ -1320,6 +1320,9 @@ Shared parameters for various materials.
<heading-type>random</heading-type> <heading-type>random</heading-type>
</object> </object>
</object-group> </object-group>
<!-- Disabled to avoid a tremendous osg performance penalty when
deleting scenery tiles, caused by tens of thousands of shared
horse/cow objects. Need a better implementation!
<object-group> <object-group>
<range-m>1000</range-m> <range-m>1000</range-m>
<object> <object>
@ -1332,7 +1335,7 @@ Shared parameters for various materials.
<coverage-m2>300000</coverage-m2> <coverage-m2>300000</coverage-m2>
<heading-type>random</heading-type> <heading-type>random</heading-type>
</object> </object>
</object-group> </object-group> -->
<wood-coverage>1000000.0</wood-coverage> <wood-coverage>1000000.0</wood-coverage>
<wood-size>20000.0</wood-size> <wood-size>20000.0</wood-size>
<tree-density>4000.0</tree-density> <tree-density>4000.0</tree-density>
@ -1383,6 +1386,9 @@ Shared parameters for various materials.
<heading-type>random</heading-type> <heading-type>random</heading-type>
</object> </object>
</object-group> </object-group>
<!-- Disabled to avoid a tremendous osg performance penalty when
deleting scenery tiles, caused by tens of thousands of shared
horse/cow objects. Need a better implementation!
<object-group> <object-group>
<range-m>1000</range-m> <range-m>1000</range-m>
<object> <object>
@ -1395,7 +1401,7 @@ Shared parameters for various materials.
<coverage-m2>300000</coverage-m2> <coverage-m2>300000</coverage-m2>
<heading-type>random</heading-type> <heading-type>random</heading-type>
</object> </object>
</object-group> </object-group> -->
<wood-coverage>500000.0</wood-coverage> <wood-coverage>500000.0</wood-coverage>
<tree-texture>Textures/Trees/mixed-summer.png</tree-texture> <tree-texture>Textures/Trees/mixed-summer.png</tree-texture>
<tree-varieties>8</tree-varieties> <tree-varieties>8</tree-varieties>
@ -1444,6 +1450,9 @@ Shared parameters for various materials.
<heading-type>random</heading-type> <heading-type>random</heading-type>
</object> </object>
</object-group> </object-group>
<!-- Disabled to avoid a tremendous osg performance penalty when
deleting scenery tiles, caused by tens of thousands of shared
horse/cow objects. Need a better implementation!
<object-group> <object-group>
<range-m>1000</range-m> <range-m>1000</range-m>
<object> <object>
@ -1456,7 +1465,7 @@ Shared parameters for various materials.
<coverage-m2>300000</coverage-m2> <coverage-m2>300000</coverage-m2>
<heading-type>random</heading-type> <heading-type>random</heading-type>
</object> </object>
</object-group> </object-group> -->
<wood-coverage>500000.0</wood-coverage> <wood-coverage>500000.0</wood-coverage>
<wood-size>20000.0</wood-size> <wood-size>20000.0</wood-size>
<tree-density>5000.0</tree-density> <tree-density>5000.0</tree-density>
@ -2140,6 +2149,9 @@ Shared parameters for various materials.
<heading-type>random</heading-type> <heading-type>random</heading-type>
</object> </object>
</object-group> </object-group>
<!-- Disabled to avoid a tremendous osg performance penalty when
deleting scenery tiles, caused by tens of thousands of shared
horse/cow objects. Need a better implementation!
<object-group> <object-group>
<range-m>1000</range-m> <range-m>1000</range-m>
<object> <object>
@ -2152,7 +2164,7 @@ Shared parameters for various materials.
<coverage-m2>300000</coverage-m2> <coverage-m2>300000</coverage-m2>
<heading-type>random</heading-type> <heading-type>random</heading-type>
</object> </object>
</object-group> </object-group> -->
<wood-coverage>1000000.0</wood-coverage> <wood-coverage>1000000.0</wood-coverage>
<wood-size>20000.0</wood-size> <wood-size>20000.0</wood-size>
<tree-density>4000.0</tree-density> <tree-density>4000.0</tree-density>
@ -2202,6 +2214,9 @@ Shared parameters for various materials.
<heading-type>random</heading-type> <heading-type>random</heading-type>
</object> </object>
</object-group> </object-group>
<!-- Disabled to avoid a tremendous osg performance penalty when
deleting scenery tiles, caused by tens of thousands of shared
horse/cow objects. Need a better implementation!
<object-group> <object-group>
<range-m>1000</range-m> <range-m>1000</range-m>
<object> <object>
@ -2214,7 +2229,7 @@ Shared parameters for various materials.
<coverage-m2>300000</coverage-m2> <coverage-m2>300000</coverage-m2>
<heading-type>random</heading-type> <heading-type>random</heading-type>
</object> </object>
</object-group> </object-group> -->
<wood-coverage>150000.0</wood-coverage> <wood-coverage>150000.0</wood-coverage>
<wood-size>10000.0</wood-size> <wood-size>10000.0</wood-size>
<tree-density>5000.0</tree-density> <tree-density>5000.0</tree-density>
@ -2264,6 +2279,9 @@ Shared parameters for various materials.
<heading-type>random</heading-type> <heading-type>random</heading-type>
</object> </object>
</object-group> </object-group>
<!-- Disabled to avoid a tremendous osg performance penalty when
deleting scenery tiles, caused by tens of thousands of shared
horse/cow objects. Need a better implementation!
<object-group> <object-group>
<range-m>1000</range-m> <range-m>1000</range-m>
<object> <object>
@ -2276,7 +2294,7 @@ Shared parameters for various materials.
<coverage-m2>300000</coverage-m2> <coverage-m2>300000</coverage-m2>
<heading-type>random</heading-type> <heading-type>random</heading-type>
</object> </object>
</object-group> </object-group> -->
<wood-coverage>150000.0</wood-coverage> <wood-coverage>150000.0</wood-coverage>
<wood-size>10000.0</wood-size> <wood-size>10000.0</wood-size>
<tree-density>5000.0</tree-density> <tree-density>5000.0</tree-density>