Heiko Schulz wrote:aeitsch...@yahoo.de>
> I coulden't try the new cloud patch yet- I'm waiting that someone makes a 
> binary 
> snapshot for win32-users ;-)
> 
> So much I understood, there is a certain level of sprites numbers needed, so 
> that the single clouds is correctly shaded.
> But as transpareny is one of the strongest factor which slows down, it is no 
> wonder that the fps might decreases...
> 
> As our technic is very similar to the one of X-Plane and MSFS, it is quite 
> interesting how they got managed to have a bit better perfomance:

I think a big difference is that MSFS uses Impostors. These effectively 
pre-render a set of sprites onto a texture, and use the resulting texture until 
the view angle changes significantly. This saves a lot of transparency 
rendering.

Unfortunately, last time I tried it, the OSG Impostor implimentation was very
broken, and I didn't have the skills to fix it.

I may have another look to see if it has been improved in recent OSG releases.

-Stuart



      

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