Comments on: Limits On Texture Paging
/2008/06/limits-on-texture-paging/
Developer resources for the X-Plane flight simulatorTue, 01 Feb 2011 02:22:42 +0000
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By: Benjamin Supnik
/2008/06/limits-on-texture-paging/#comment-1031
Wed, 04 Jun 2008 08:51:00 +0000http://www.x-plane.com/dev_blog/?p=344#comment-1031Dan31, anything that can be in an overlay (3d objects, roads, facades, forests) can be in a base mesh too. So you’d put your 3-d objects into your DSF with your base mesh.
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By: Dan31
/2008/06/limits-on-texture-paging/#comment-1032
Wed, 04 Jun 2008 01:37:00 +0000http://www.x-plane.com/dev_blog/?p=344#comment-1032“While paging will be available for both overlays (using .pol files) and base meshes (using .ter files) I strongly, strongly recommend going the base-mesh .ter route.” OK but how could we had 3D objet without overlays ?
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By: Benjamin Supnik
/2008/06/limits-on-texture-paging/#comment-1033
Sun, 01 Jun 2008 17:12:00 +0000http://www.x-plane.com/dev_blog/?p=344#comment-1033Squash – a plugin can spawn a thread, but all of the XPLM routines must be called on the main thread, from your callbacks…the XPLM is essentially an arbitration system between plugins and the sim – and it is single-threaded. So the sim needs to solve its own threading problems before it even talks to the XPLM (which in turn talks to plugins).
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By: Squash
/2008/06/limits-on-texture-paging/#comment-1034
Sun, 01 Jun 2008 16:47:00 +0000http://www.x-plane.com/dev_blog/?p=344#comment-1034“But datarefs can come from plugins that are not threaded!”
– There shouldn’t be any problem spawning a thread from a plugin though, right?
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By: Peter Meininger
/2008/06/limits-on-texture-paging/#comment-1035
Sun, 01 Jun 2008 15:48:00 +0000http://www.x-plane.com/dev_blog/?p=344#comment-1035(Consider the piles and piles of bugs and weird behaviors that you get when combining OBJ animation with OBJ hard surfaces.)
You mean I could build a obj format animated lightning that’ll give you a jolt you when you happen to be in the wrong place?