Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-03 Thread Renk Thorsten
Since the random buildings are now in the effect system, I've run a few tests with the lightfield shaders yesterday. The good news is: It works just fine. The bad news is: It eats performance like mad. For comparison: Without lightfield shading, I had a test case involving a large urban area

Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-03 Thread Frederic Bouvier
On Wednesday 02 May 2012 23:47:59 Emilian Huminiuc wrote: Fred, One small question, what's with the multiple passes/ shader overrides and al sort of funky stuff (colour mask O.O) going on in terrain-default.eff. It looks like a real mess. I wanted to clear out the unneeded

Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-03 Thread Chris Forbes
Only a win if 1) your draw order wrt depth is chaotic and unfixable, and 2) you are fillrate bound ... -- Chris -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and

Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-03 Thread Stuart Buchanan
On Thu, May 3, 2012 at 7:29 AM, Renk Thorsten wrote: Since the random buildings are now in the effect system, I've run a few tests with the lightfield shaders yesterday. The good news is: It works just fine. The bad news is: It eats performance like mad. For comparison: Without