A little table (GeForce4 MX 4000, 1280x960) for fgfs --timeofday=midnight:

point-sprite    enhanced-lighting       fps     runway/taxiway lights
===========================================================================
false           false                   18      steady pixels [1]
false           true                    2       steady thick points [1]
true            false                   11      dim and blinking pixels [2]
true            true                    11      steady thin points [3]

[1] Identical to CVS < 20060126.
[2] Nice for christmas, but otherwise completely broken. This is what
    I get without the patch.
[3] Best attempt at looking like a real airport, I'd use this on a
    more powerful system.

Enabling line-smooth removes about 7 fps from these figures.

See the attached patch (I think point-sprite and line-smooth should be
disabled by default).

-- 
Jean-Yves Lefort

[EMAIL PROTECTED]
http://lefort.be.eu.org/
Index: src/Main/renderer.cxx
===================================================================
RCS file: /var/cvs/FlightGear-0.9/source/src/Main/renderer.cxx,v
retrieving revision 1.44
diff -u -r1.44 renderer.cxx
--- src/Main/renderer.cxx       21 Feb 2006 01:19:19 -0000      1.44
+++ src/Main/renderer.cxx       5 Mar 2006 05:29:14 -0000
@@ -222,8 +222,9 @@
     glFrontFace ( GL_CCW );
 
     // Just testing ...
-    if ( SGIsOpenGLExtensionSupported("GL_ARB_point_sprite") ||
-         SGIsOpenGLExtensionSupported("GL_NV_point_sprite") )
+    if ( (SGIsOpenGLExtensionSupported("GL_ARB_point_sprite") ||
+         SGIsOpenGLExtensionSupported("GL_NV_point_sprite")) &&
+        fgGetBool("/sim/rendering/point-sprite"))
     {
         GLuint handle = thesky->get_sun_texture_id();
         glBindTexture ( GL_TEXTURE_2D, handle ) ;
@@ -232,7 +233,8 @@
         // glEnable(GL_POINT_SMOOTH);
         glPointSpriteIsSupported = true;
     }
-    glEnable(GL_LINE_SMOOTH);
+    if ( fgGetBool("/sim/rendering/line-smooth") )
+        glEnable(GL_LINE_SMOOTH);
     // glEnable(GL_POLYGON_SMOOTH);      
     glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
     glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);

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