Frederic Bouvier said:

> 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.
> 

FWIW I don't think prop disks and plumes (as they are being done now) are
worth the extra cost.  Is there any problem with ignoring this particular
issue for now,  or can the triple pass be a separate command line option?

Best,

Jim


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