InvalidError :
so one could say D3D and OGL were pretty nutty to start with even on a good day.
SGI was able to obtain very good performance out of its tech years ago with GL and then of course
OpenGL. I can only presume OGL has degraded & bloated since then, which is a shame. Realiability
was critical with IRx systems for defense, oil/gas, etc., and they were able to cope with massive
datasets without falling over, eg. the Group Station for Defense Imaging, which involved I/O rates
beyond 40GB/sec. In some ways I don't think anything has yet matched what a maxed-out Onyx3900
could do with 16xIR4, except of course where the feature set of that era was a limitation in some
manner. Even so, they could do some amazing things with Performer, which sits on top of OGL. Alas
how it's all come downhill since then in the world of APIs...
Btw, what I meant about FSX was that it's badly written
period, not that something inherant to OGL/D3D
is holding it back. It just manages texture data very poorly compared to techniques for flightsims that
have been common practice for more than 20 years.
Ian.