[Flightgear-devel] Cloud layer performance

2012-10-24 Thread Renk Thorsten
I've managed to get a test implementation for the idea of filling the depth buffer early by clouds by inserting tracers into some of the cloud calls. The tracers are in essence just opaque white sheets marked with a top shade factor of 0.0 (black - no real cloud can ever have that low a

Re: [Flightgear-devel] Texturing - some opinions please

2012-10-24 Thread Renk Thorsten
I see no reason to include multiple options of the same texture if one could do just fine. It's just a matter of removing them from the xml file (or comment hem out). I take the lack of other responses as silent agreement and will proceed as I see fit then. I also noticed you effectively

Re: [Flightgear-devel] Cloud layer performance

2012-10-24 Thread Tim Moore
I haven't really been following this thread closely... are the tracers basically occludes? Are they completely opaque? One possible optimization for the cloud rendering would be to use polygons that closely follow the outline of the sprite instead of quads; this saves on fill costs. Also, I'm

Re: [Flightgear-devel] Cloud layer performance

2012-10-24 Thread Renk Thorsten
I haven't really been following this thread closely... are the tracers basically occludes? Are they completely opaque? Yes, they're completely opaque. That's tracer.frag - if it gets a white gl_Color from the vertex shader, it's a real cloud and the fragment is dropped, if it gets any other

Re: [Flightgear-devel] Texturing - some opinions please

2012-10-24 Thread Stuart Buchanan
On Wed, Oct 24, 2012 at 7:56 AM, Renk Thorsten wrote: I see no reason to include multiple options of the same texture if one could do just fine. It's just a matter of removing them from the xml file (or comment hem out). I take the lack of other responses as silent agreement and will proceed

Re: [Flightgear-devel] Cloud layer performance

2012-10-24 Thread Tim Moore
On Wed, Oct 24, 2012 at 10:40 AM, Renk Thorsten thorsten.i.r...@jyu.fi wrote: I haven't really been following this thread closely... are the tracers basically occludes? Are they completely opaque? Yes, they're completely opaque. That's tracer.frag - if it gets a white gl_Color from the

Re: [Flightgear-devel] Cloud layer performance

2012-10-24 Thread Renk Thorsten
I realize that I'm confused about whether you are working on Stuart's clouds in C++ or clouds in Nasal. They're the same now - there's an interface to generate a cloud from Nasal which is what I'm using, whereas Basic Weather uses and xml format for layer declaration, but for rendering

Re: [Flightgear-devel] Cloud layer performance

2012-10-24 Thread Tim Moore
On Wed, Oct 24, 2012 at 1:27 PM, Renk Thorsten thorsten.i.r...@jyu.fi wrote: I realize that I'm confused about whether you are working on Stuart's clouds in C++ or clouds in Nasal. How are you generating the tracer? I gather that it doesn't use any textures. If a flag is set in the cloud

Re: [Flightgear-devel] Cloud layer performance

2012-10-24 Thread Renk Thorsten
If I understand correctly, you have only one model of the cloud, which has a bunch of sprites and a few tracer polygons. I don't know if this is practical in the current system, but I'm saying that it would be better to draw only the tracers in the tracer pass and the sprites in the real pass