Stuart > -----Original Message----- > From: Buchanan [mailto:stuar...@gmail.com] > Sent: 25 April 2012 10:20 > To: FlightGear developers discussions > Subject: Re: [Flightgear-devel] Random Buildings > > On Wed, Apr 25, 2012 at 10:06 AM, James Turner wrote: > > For me, the builds are extremely expensive - no idea why. The actual > density doesn't make a huge different (1.0 vs 2.0, I will experiment more > later). > > > > Eg my draw + GPU times go from 15msec to 100msec when I enable > random buildings. This seems suspicious, since this a single state, texture and > primitive set, right? I am testing over Berlin, so there's a lot of urban tiles, but > even so, it's a very drastic change. > > > > That's very suspicious. There are a small number of states/primitive sets > being used (for LoD purposes). > > Even at density=1.0 in a large urban area there will be many thousands of > additional vertices being drawn, so it's possible that is saturating your GPU. > > One random thought - I think the texture (data/Textures/buildings.png) may > still have an alpha channel. It might be worth checking if that's the case, and > removing it. (I'm not at my FG computer right now so can't check myself). >
Looks good here - minimal impact on frame rate. Well done Vivian ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel