Re: LightPointNode BlinkSequence class modification questions.
My gut tells me that the time to make a call to a virtual function versus inlined code is far less than the
actual code being executed. That said, a little gedanken experiment to get an idea of how many blinking
lights we may have to deal with is in order:
Let us say, for the sake of argument, for a flight simulation in a non urban area it would be a couple per
aircraft. Given that most simulations tend to not have a lot of aircraft then we aren't talking about a lot.
Let's say 10 (why not :) ).
In an urban environment we are talking about hazard lights to indicate large towers and buildings of
significant height (relative to the surrounding buildings). Let's say 100 buildings (including
towers), each with a few lights, so 300. Generally not all of those lights will be in the field of view, and it
wouldn't be prudent to render them all of the time at distance (LOD controlled).
So, let's say our worse case is 310 lights.
My analysis may be a bit self serving but I don't feel that it will be a noticeable issue in the general case.
[mailto:osg-users-bounces <at> lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Friday, June 22, 2012 2:19 AM
Subject: Re: [osg-users] LightPointNode BlinkSequence class modification questions.