Frederic Bouvier wrote:
 
> 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)

The previous try was not addressing hole made by prop disc or exhaust 
plume in layers beneath. Only artefact created by upper layers.

This time, with more passes, the result is quite correct in all cases :

Without multi passes, depth buffer blocks cloud rendering through the prop 
disk/quad :
 http://perso.wanadoo.fr/frbouvi/flightsim/fg-multip-off-2.jpg (131kb)

with multi pass, over a broken layer :
 http://perso.wanadoo.fr/frbouvi/flightsim/fg-multip-on-3.jpg

over an overcast layer :
 http://perso.wanadoo.fr/frbouvi/flightsim/fg-multip-on-4.jpg

It seems there is a significant framerate penalty ( 14 -> 11 fps ) :
cloud layers are drawn two or three times instead of one.

-Fred



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