Hey
You're the man!
That is it.
Setting bits-per-pixel to 32 makes the models throw phantastic well looking
shadows! At least for my box with the binary ati driver.
But doing that kills performance totaly on both machines I develop on.
Switching on shadows halves the framerate with the ati binary driver,
where I saw nearly no impact when just using 32bpp.
The notebook, just does not have enough video memory to cope with the doubled
memory requirement ...
So I wonder what is so expensive with the shadows?
Does somebody have a pointer how they work?
Greetings
Mathias
On Freitag 01 Juli 2005 20:34, Andy Ross wrote:
> > Apparently there is no stencil in 16 bpp mode. Can someone check if
> > there is an alpha channel in 16bpp mode and how many bits in it ?
>
> I actually see the same symptom in 32bpp, but I think I've found it.
> Here's a partial explanation:
>
> When the main window is created, it asks for the depth specified by
> the /sim/rendering/bits-per-pixel property. This is hard-initialized
> to 16 in options.cxx.
>
> Now, my desktop is 32bpp, so with older driver versions, the GL would
> return a closest-match, which was also 32bpp. But apparently recent
> NVidia drivers now have the capability of displaying 16 bit back
> buffers onto a 32 bit framebuffer. So the 16bpp request now succeeds,
> and FlightGear gets a visual without stencil.
>
> The immediate workaround is to set /sim/rendering/bits-per-pixel to 32
> in preferences.xml, but long term we need to sort out what our
> "default/minimum" framebuffer configuration should be. If the shadows
> are going to be part of the standard build, then we should really be
> asking for a 32 bit buffer.
>
> The shadows look *great*, by the way, and run nice and fast on my
> laptop.
>
> Andy
>
>
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--
Mathias Fröhlich, email: [EMAIL PROTECTED]
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