Curtis L. Olson writes:
> Erik Hofman writes:
> > Jim Wilson wrote:
> > 
> > > Cool! I'll have to take a look.  I was just reading an article about a
> > > multipass technique the other day (looked like it'd use up frame rate).
> > > 
> > > BTW at this link:
> > > 
> > > http://www.opengl.org/developers/faqs/technical/texture.htm
> > > 
> > > Look at 21.040,  it talks about an OpenGL 1.2 feature that may not break
> > > Voodoos.  Are we able to use 1.2 or is one of the earlier levels the lowest
> > > common denominator for supported systems?
> > 
> > This is exactly what I've used (I was actually surprised by the low 
> > overhead of the multipass rendering).
> > 
> > I've read somewhere that voodoo drivers would turn to software rendering 
> > when this option is enabled. Just to be sure I added the option to 
> > disable this.
> > 
> > I guess this is something for the FAQ/Documentation, just like the fact 
> > that the sgi O2/Octane and earlier models don't support fog-nicest 
> > (exponential fog) in hardware.
> 
> Can we apply this same technique to lake/stream/ocean polygons?

Don't know why not.

This is a nice effect but I think this should default to off though in that 
this can cause quite a peformance hit on 'older' cards.  

On my geForce2 GTS the framerate hit varies between 10% and 100%
depending on visibility range setting  and what is in view and time of day

i.e. starting up at default location at night brings my machine down to 
less then 10 fps which is quite a bit slower then what I consider 'flying'

Cheers

Norman


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