Yon Uriarte wrote:
Hi,
On Sun, Dec 14, 2008 at 6:12 PM, Heiko Schulz aeitsch...@yahoo.de
mailto:aeitsch...@yahoo.de wrote:
My last cloudset has fewer but larger sprites. I did this because I
noticed that it saves a lot of fps. On the forum Gijs noticed the
same with my
Hi,
On Mon, Dec 15, 2008 at 10:20 AM, Tim Moore timo...@redhat.com wrote:
Yon Uriarte wrote:
Hi,
On Sun, Dec 14, 2008 at 6:12 PM, Heiko Schulz aeitsch...@yahoo.de
mailto:aeitsch...@yahoo.de wrote:
My last cloudset has fewer but larger sprites. I did this because I
On lundi 15 décembre 2008, Yon Uriarte wrote:
Hi,
On Mon, Dec 15, 2008 at 10:20 AM, Tim Moore timo...@redhat.com wrote:
Yon Uriarte wrote:
SNIP
Yeah, at least not here (3870, 10x overkill for FG).
I maximize the window from default (800x600?) to aprox
1600x1200 and the frame rate
No, the cost of blending is proportional to the area
blended on the screen,
so a
few large sprites vs. many small sprites should cost
about the same. It is
true
that it takes longer to sort a large number of
sprites, but I'm not worried
about the sorting cost at this point.
Theory
Hi,
On Mon, Dec 15, 2008 at 6:00 PM, Heiko Schulz aeitsch...@yahoo.de wrote:
Theory vs praxis ;-) I just tested it- no, more sprites = less fps
Are you testing with drawing off? Where do I change the number of sprites?
heh, so many .xmls
What is your CPU?
If you feel so inclined, try
Theory vs praxis ;-) I just tested it- no, more
sprites = less fps
Are you testing with drawing off? Where do I change the
number of sprites?
heh, so many .xmls
What is your CPU?
cloudlayers.xml -clouds - num-sprites10/num-sprites
I use a Dualcore 2,6 Ghz
If you feel so inclined,
I have a couple of observations about the clouds.
I think that cranking up the AlphaFunc value would help with the blue outline
problem. That being said, blue outlines are a symptom of sorting problems. I
see
a lot of these when testing a local hack that fully sorts the cloud sprites
instead
On samedi 13 décembre 2008, Heiko Schulz wrote:
I forgot the link to the video:
http://www.vimeo.com/2511328
Are we sure that the last FG CVS (this morning) contains update which should
solve this (from me)
at a higher altitude leaving the fog, suddenly the clouds layer under
vanish
Hi,
Well:
It seems to
me that there are
relatively few sprites per cloud, unless perhaps I've
screwed something up
somewhere else. This means that each cloud sprite is quite
large, which makes
sorting them difficult. I suggest trying to build the
clouds with smaller
sprites. We're
Hi,
On Sun, Dec 14, 2008 at 6:12 PM, Heiko Schulz aeitsch...@yahoo.de wrote:
My last cloudset has fewer but larger sprites. I did this because I noticed
that it saves a lot of fps. On the forum Gijs noticed the same with my
cloudset.
Mores sprites means more alpha and more textures which
On jeudi 11 décembre 2008, gerard robin wrote:
On jeudi 11 décembre 2008, Stuart Buchanan wrote:
Hi All,
Those keeping an eye on CVS will notice that Tim Moore has committed some
changes to the clouds code. His changes massively improve performance -
way above what I've been achieving
On vendredi 12 décembre 2008, Stuart Buchanan wrote:
gerard robin wrote:
here the progress climbing from sealevel to 8000 ft
we may notice some strange behaviour
One/
the transparency, does the alpha sorted correctly ?
http://pagesperso-orange.fr/GRTux/3DClouds-img10.jpg
Hi Gerad and Stuart,
First I will comment the pics shown here:
http://pagesperso-orange.fr/GRTux/3DClouds-img10.jpg
Looks bad, but maybe this is an issue of the clouds texture. The clouds are
rather dense here- maybe too dense so it could be maybe solved with better
cloud definition by
Oh- and:
since when are the 2d-clouds moving?
Well exactly- the clouds aren't moving- but there is something between the 2d
and 3d-clouds - maybe this explains some renderings bugs Gerad found?
Images:
www.hoerbird.net/fgfs-screen-713.jpg
and some seconds later:
On vendredi 12 décembre 2008, Heiko Schulz wrote:
Hi Gerad and Stuart,
First I will comment the pics shown here:
http://pagesperso-orange.fr/GRTux/3DClouds-img10.jpg
Looks bad, but maybe this is an issue of the clouds texture. The clouds are
rather dense here- maybe too dense so it could
Heiko wrote:
since when are the 2d-clouds moving?
Well exactly- the clouds aren't moving- but there is something between the 2d
and 3d-clouds - maybe this explains some renderings bugs Gerad found?
This is the weather being interpolated between METAR states.
Rather than immediately changing
Heiko wrote:
Flickering -o.k. I can live with that. I noticed the same issue on the MSFS
x-Demo with their clouds. But it seems that they interpolate the color and
alpha
values of the sprites which makes the clouds soft and maybe prevent this
visible
sorting we still have. And well-
Hi,
Is this with Tim Moore's latest patch?
I used the latest built from frederic from 12/11/08 (yesterday) so I guess it
is inside. Well at leats I noticed your changes...
On my system it increases frame-rates significantly with 3D
clouds enabled.
Not with the stratus and nimbus
Hi,
under www.hoerbird.net/cl_cumulus.png is the updated texture with a 20%
alphalayer made of a sw-conversion of the texture.
I think that should make it much better now so you can comit?
Cheers
HHS
--
On Fri, 2008-12-12 at 18:00 +, Heiko Schulz wrote:
Hi,
under www.hoerbird.net/cl_cumulus.png is the updated texture with a 20%
alphalayer made of a sw-conversion of the texture.
I think that should make it much better now so you can comit?
Cheers
HHS
The third cloud in the second
On Fri, 2008-12-12 at 20:11 -0700, Ron Jensen wrote:
On Fri, 2008-12-12 at 18:00 +, Heiko Schulz wrote:
Hi,
under www.hoerbird.net/cl_cumulus.png is the updated texture with a 20%
alphalayer made of a sw-conversion of the texture.
I think that should make it much better now so
Hi,
The third cloud in the second row has stray set pixels
above and below
it that lead to some strange rendering artifacts.
Thanks,
Ron
I cleaned the spaces between the clouds:
http://www.jentronics.com/fgfs/temp/cl_cumulus.png
Ron
Thanks a lot! I wasn't really
I forgot the link to the video:
http://www.vimeo.com/2511328
--
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On jeudi 11 décembre 2008, Stuart Buchanan wrote:
Hi All,
Those keeping an eye on CVS will notice that Tim Moore has committed some
changes to the clouds code. His changes massively improve performance - way
above what I've been achieving with my attempts to re-use cloud
definitions. I am
Hi All,
Those keeping an eye on CVS will notice that Tim Moore has committed some
changes to the clouds code. His changes massively improve performance - way
above what I've been achieving with my attempts to re-use cloud definitions. I
am very grateful to Tim for showing me once again how
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