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I and many of us have seen people who put many objects into one model when compiling. i.e. We see - let us say- 5 hangars, two houses, a couple of cars, a few trees, etc all in one model. Bring up ModelconverterX and we see this.
OK- I have done this also from time to time.
As I understand, the thinking is that FSX is less busy loading one bgl containing many models than having to load many objects separately, making for better frame rates.
This sounds logical. On the other hand, I have heard this is not necessarily the case. The big problem concerning frame rates is draw calls and trying to put many textures onto one texture sheet whenever possible.
This I agree with, but are both a good idea or is the multiple objects in one bgl, while sounding like a good idea, really not that helpfull concerning frame rates?
In other words... has anyone actually done any testing to see if multiple objects in one bgl is not helpfull, completely helpfull, or somewhat helpfull? - and to what degree? Bob
OK- I have done this also from time to time.
As I understand, the thinking is that FSX is less busy loading one bgl containing many models than having to load many objects separately, making for better frame rates.
This sounds logical. On the other hand, I have heard this is not necessarily the case. The big problem concerning frame rates is draw calls and trying to put many textures onto one texture sheet whenever possible.
This I agree with, but are both a good idea or is the multiple objects in one bgl, while sounding like a good idea, really not that helpfull concerning frame rates?
In other words... has anyone actually done any testing to see if multiple objects in one bgl is not helpfull, completely helpfull, or somewhat helpfull? - and to what degree? Bob
