The quickest method of rendering is due to the usage of VBO's. However, this requires lots of memory and takes long time to compute during the scenery setup. There is a need to reduce number of color attributes assigned per vertex so that available #memory bandwidth is increased.
[ ] Mid-animation rendering
When files are plenty and quite big, it does really decrease performance to load all that into memory. Better solution could be for example to split the data set in several smaller packets and read the remaining parts 'on the fly' as the animation progresses. Potentially, animation could pause for a few seconds to load and process the data. (Rather process than read, since binary data takes up little space)
The quickest method of rendering is due to the usage of VBO's. However, this requires lots of memory and takes long time to compute during the scenery setup. There is a need to reduce number of color attributes assigned per vertex so that available #memory bandwidth is increased.