-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Curtis Olson wrote: | On Jan 27, 2008 12:50 PM, Tim Moore <[EMAIL PROTECTED] | <mailto:[EMAIL PROTECTED]>> wrote: | | You've got that right. The approach I'm taking in integrating | Stuart's work is to not | depth-sort the trees at all. Instead: | | crank the alpha test value up | draw the trees after the terrain so the sky doesn't appear to poke | through the terrain. | | | That's a good point. If the terrain is drawn first, then the blue-sky | fringe around the trees will all but go away. | | Ultimately we might want to change the tree texture maps a bit. | | | Definitely ... we could vary them in shape and appearance, not just | color. There is much that can be done. | | (I haven't dug much in the code for these trees, but ...) it appears | that the random locations are computed as areas come into view (or come | close enough to the viewer.) So each time a new chunk of trees are | added, I see a blip in the frame rates. If there are a lot of chunks | that need to be added, that translates into a lot of blips. Would it be | possible to compute the locations of the trees when the tile is loaded | (in the load thread) and always have these structures available when | needed? Now that we can have such wide tree coverage, we'll be burning | the memory for these structures anyway. Previously, David's code only | built the random object structures for areas close by because having all | the random object structures for all the tiles in memory simultaneously | would be a huge waste. I suspect the plib based random object scene | graph structures were much more wasteful than the structures needed by | the OSG shader based approach. The locations are computed when the tile is loaded. I think the blips you're seeing are caused by compiling a new shader program per chunk of trees. That problem should go away when the code is integrated into cvs.
Tim -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org iD8DBQFHnPINeDhWHdXrDRURAiyMAKDPjTN+BN1bdoCVtlt7c2UNTXRlFwCfZiPr k3jqdy9BAQZbWmTToeRn2r8= =4Ehq -----END PGP SIGNATURE----- ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel