Frederic Bouvier said:

> Frederic BOUVIER wrote:
> 
> > I wrote:
> >
> > > We can also begin to think about a multi pass method that would :
> > > 1. draw the clouds above the viewer without depth update,
> > > 2. draw the scene,
> > > 3 .redraw the clouds above with depth test
> >
> > Thinking more about it, for the record if someone wants to toy with this :
> > 0. clear the stencil buffer
> > 1. draw the clouds above the viewer without depth update,
> > 2. draw the scene with stencil buffer write enabled ( terrain and objects
> >    overwrite all clouds, even those that are between the viewer and the
> terrain )
> > 3 .redraw the clouds above with depth test and stencil test to only
> >    update terrain that can be obscured by clouds - this should clear the
> transparency
> >   'drawn twice' problem
> >
> > > With an impact on framerate due to double writing and problem like
> > > the one Melchior is experiencing with overlapping semi transparent
> > > objects. Haven't thought about it much of that.
> >
> > Obviously, this should be optional to accomodate less capable hardware
> 
> I manage to implement this algorithm tonight. The results are here :
> 
> 1. /sim/rendering/multi-pass-clouds=false :
>  http://perso.wanadoo.fr/frbouvi/flightsim/fg-multip-off-1.jpg (204kb)
> 
> 2. /sim/rendering/multi-pass-clouds=true :
>  http://perso.wanadoo.fr/frbouvi/flightsim/fg-multip-on-1.jpg (198kb)
> 
> 3 /sim/rendering/multi-pass-clouds=true ( billboard tree detail ) :
>  http://perso.wanadoo.fr/frbouvi/flightsim/fg-multip-on-2.jpg (106kb)
> 
> If you think it's worth being in the release ( being optional
> thanks to property ), just speak and I will prepare a patch
> tomorrow evening ( sky.[ch]xx was touched in SimGear, main.cxx
> in flightgear, preferences.xml in fgfsbase )
> 
> Otherwise, I'll hold off until the release is out.
> 
> Cheers,
> -Fred

That looks really nice.  I hope we can include it.

Best,

Jim


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