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The fact that they are stored in a fix array means that they always occupy the same space in memory, so I don't think that it impacts the performances.
Regarding the quadtree, what type of algorithm is it ? I know nothing about quad trees... so i am not gonna start looking into the code without some theoretical background
erin wrote:The fact that they are stored in a fix array means that they always occupy the same space in memory, so I don't think that it impacts the performances.
Yes and no. You're right, during a race the marks are collected and stored in an array only once, so this array can be used again when repeating a race. Most effort seems to be the calculation of the current trackmarks since the terrain weights have to be taken in consideration (see find_barycentric_coords). Drawing the few trackmarks between the viewer position and Tux' position shouldn't be very expensive.
But when you repeat a game the complete track in the visible area must be drawn. The trackmarks don't replace the normal terrain polygons. First the terrain is completely drawn, then the trackmarks are overlayed in an additional step with blending (very nice, the alpha value is reduced when Tux starts a jump or touches the surface again).
So... do you mean that the track marks become more transparent to "fade out" as Tux jumps off the ground ?
Having marks overlaying the surface quads beneath ?
So... I see now. Then I guess there is not much to do about the track marks...
Just a question : the baricentric elevation of the trackmark vertices is calculated only once, right ? When the track mark is created... since the elevation will depend on the terrain, which is a constant.
I'd be curious as to what OpenGL programming experience you have. Your analysis, in my limited experience, seems way off.
Terrain distance should not be shortened either. That's a weak way to get performance. I mean, they were making games in 1996 (e.g. Terra Nova) with near-infinite view distances. Really you want to look at reducing the amount of detail in far-view terrain.
the performance issues will come down to expensive loops and misunderstood rendering techniques. The actual amount of detail is simply not great enough for that to be the problem; it's the implementation.
The fact that you essentially blame the performance on the detail is a very hard pill to swallow. There have been games with way more detail / glitz than ETR for many years.
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