From: "Curtis L. Olson" <[EMAIL PROTECTED]> > Norman Vine writes: > > Curtis L. Olson writes: > > > We might need to learn more about how the imposters are rendered. I > > > don't think this is an issue of drawing the imposter once it is > > > generated, but in generating the imposter in the first place. > > > > The Impostors are generated with regular OpenGL calls just > > like everything else and then read out of the back buffer into > > a texture which then serves as an 'impostor' for the real OpenGL > > object. eg you are substituting a glQuad for the entire set of > > calls that were made to draw the object initially. hence the > > name 'impostor'. > > > > You can see the impostors getting created after you find and follow > > the directions in this line in SkyCloud.cpp > > // Uncomment this swap buffers to visualize cloud illumination computation. > > > > Whatching these things get created gives you a GOOD ideaof how much > > work the 'impostor' is saving you > > Mark Harris mentioned that the back buffer requires a "destination > alpha" for imposter rendering to work. Perhaps that's why things > aren't great with a 16bit color buffer, you probalby aren't even > getting an alpha channel there?
Perhaps we can create another, 32bpp, context to render imposters instead of using the main one ? Cheers, -Fred _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
