"Vallevand, Mark K" wrote:
> 
> Shadows done the traditional way with shadow volumes are
> pretty expensive:  Two passes through the scene graph for
> objects and 2 passes for the shadows.  I'd guess that
> reflections are about the same expense.  But, there are
> many short cuts, especially for relatively static scenes
> like the moon or sun reflecting on the water.

1) If you want *only* moon an sun it's very cheap.

2) If you want moon and sun and bumpmapping (there are usually waves on
the water) it's more expensive (dunno how much).

3) If you want the scenery it's exactly the doubled amount of work and
thus should drecrease frame rates dramatically.

4) If you want the scenery and bump mapping it's even worse.

If you want 2) and 4) it might help a hot to learn how to use the vertex
and pixel shaders in the new hardware.

CU,
Christian

--
The idea is to die young as late as possible.        -- Ashley Montague

Whoever that is/was; (c) by Douglas Adams would have been better...

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