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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
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