Re: [Flightgear-devel] Random Buildings improvements - phase 1

2012-04-30 Thread Renk Thorsten
 I've just checked in a change so the buildings now use the Effects
 system properly,  which includes a global cache of the textures.  This
 might help.

Nice - have to try this. 

Btw - could you take a look at the ambient value of the material declaration? I 
have the feeling it is very low, I'm getting very black shadows for low sun, 
much more than for the typical static building.

* Thorsten
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Re: [Flightgear-devel] Random Buildings improvements - phase 1

2012-04-30 Thread Stuart Buchanan
On Mon, Apr 30, 2012 at 11:56 AM, Renk Thorsten wrote:
 Btw - could you take a look at the ambient value of the material declaration? 
 I have the feeling it is very low, I'm getting very black shadows for low 
 sun, much more than for the typical static building.

From memory, I've set it to 0.3.  It is configurable in the
data/Effects/buidling.eff file under parameters/material/ambient if
you want to have a look yourself.  I'm happy to accept a change to the
value - I haven't spent any time tuning it.

-Stuart

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Re: [Flightgear-devel] Random Buildings improvements - phase 1

2012-04-30 Thread Renk Thorsten
 From memory, I've set it to 0.3.  It is configurable in the
 data/Effects/buidling.eff file under parameters/material/ambient if
 you want to have a look yourself.  I'm happy to accept a change to the
 value - I haven't spent any time tuning it.

Okay, that explains it.

I think it should be in the range 0.7-1 - our ambient light is about half of 
the diffuse light (0.5, 0.5, 0.5) vs (1,1,1) - if the material declares ambient 
to 0.3, you get shadows which are then 0.15 times the base color - which is way 
too dark as compared with how terrain or most of the models are shaded in 
indirect light.

Cheers,

* Thorsten
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Re: [Flightgear-devel] Random Buildings improvements - phase 1

2012-04-28 Thread James Turner

On 28 Apr 2012, at 20:10, Stuart Buchanan wrote:

 3) I've reduce the number of Drawables generated by reducing the quad
 tree depth from 3 to 2, and reducing the number of LoD leaf nodes from
 10 to 4. James Turner - I'd be very interested if this change improves
 your framerates.

Sadly no (I already tried 3 to 2 and 10 to 2 - the number of drawables and 
primitive sets drops, but that's clearly not the bottleneck in this case).

So I still go from 50fps to 33ish over EGPH with density = 1  not great 
(but flyable)

One thing I did notice - you're creating a state set for each bin, based on 
texture. I think you want to globally cache those by texture (all the other 
parameters are fixed anyway, right?), so that OSG can see that all the 
prim-sets in different bins share a state set, and hence reduce state changes.

James


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