Hello. As mentioned in the Oblivion discussion, CS does not have a disk paging system for large scenery. Correct?
How these projects relates to the disk paging? VFS: http://www.crystalspace3d.org/tikiwiki/tiki-index.php?page=VFS+Redesign Streaming Loader: http://www.crystalspace3d.org/tikiwiki/tiki-index.php?page=Streaming+Loader I'm not even sure does my disk paging mean the same as yours. My disk paging means that the engine memory is shared between the engine and the disk server. The shared memory will hold one or more sections of data. Only one section is attached to CS at a time. That section contains everything needed in the game. During the paging, the disk server fills the other sections. The disk server is a different process and runs at lower priority. The shared memory also contains a common-data area for all sections. The common-data area is not necessary but will help greatly because it works as a cache. That is the basic setting, but it may be necessary to be able to incrementally add to the rendered section. Note that the section is not a block of the world. The section contains the whole world as seen from the location associated to the section. Note also that the disk server could be totally different program and know nothing about CS's data structures. All paged data in the disk could be in the format which requires no load-time conversions. Juhana -- http://music.columbia.edu/mailman/listinfo/linux-graphics-dev for developers of open source graphics software ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
