Hi,

--- Tim Moore <[EMAIL PROTECTED]> schrieb:

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> 
> Christian Mayer wrote:
> > Josh Babcock schrieb:
> >> LeeE wrote:
> >>> On Sunday 30 December 2007 09:47, Detlef Faber
> wrote:
> >>>> Hello,
> >>> Could it be that the overhead of rotating many
> simple billboard 
> >>> objects accounts for the performance hit over an
> equivalent number 
> >>> of more complex static models?
> That does have significant overhead as it is all
> done on the CPU
> >> Probably has more to do with the fact that the
> billboards are not only 
> >> UV mapped, but also have an alpha channel. These
> new ones appear to just 
> >> be using OGL materials. I wonder, does OSG do
> vertex painting? That 
> >> would be a great way to make these look better
> without adding a texture.
> There should be no problem with using textures for
> the trees on any hardware
> manufactured after the early part of this century.
> In the OSG world we will have to
> take some care that the trees are not depth-sorted
> as that will be quite expensive with
> high tree densities.
> > 
> > I'm a bit out of the current 3D programming that
> FGFS uses... But
> > wouldn't a vertex shader help in this case (for
> billboarding as well as
> > generic trees)?
> > 
> They would help with a lot of things with respect to
> trees:
> * you could do the billboarding in a shader, as you
> mention;
> * there's a trick in OpenGL that is demonstrated in
> the OSG osgforest demo that uses a
> shader to create very cheap tree "instances" that
> don't incur the cost of matrix
> transform for each tree;
> * everything else you can do with shaders to make
> things look good.
> 
> I would think that we would punt the billboarding if
> we can come up with a cheap 3D tree
> that is convincing from the air.
> 
> I changed the subject because we currently have no
> way to specify shaders other than
> to hard-code them in the C++ code. In general, the
> parameters we specify for materials
> are quite limited. I've been studying the Ogre
> (www.ogre3d.org) materials system for
> a while and think that the syntax of their material
> scripts system, www.ogre3d.org/docs/manual/ ,
> adapted to XML property lists and FlightGear needs,
> would be quite excellent.
> It seems quite exotic from a FlightGear point of
> view, but we will soon have shadows
> and multi-pass lighting (for landing lights) and we
> will need some way for materials
> to interact with them.
> > CU,
> > Christian
> 
> Tim

your idea sounds good - that would maybe improve other
things in FGFS graphic too: water (ocean...), runways
and of course the objects ( building and airrafts)

But back too the forest and trees: are imposters are
possible way too, to get a good perfomance and
looking?

Regards
HHS

still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html


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