Heiko wrote, > > > > > > I don't know what that has to do with xml - it seems > > generic that if I > > increase the number of objects to render, the framerate > > drops. I can see > > the same thing with trees (which to my knowledge are not > > xml-wrapped > > models) - if I increase tree density by a factor 10, I see > > my framerate > > drop like a rock. 5000 additional models in the scenery > > will affect > > framerate, quite possibly inversely proportional to their > > texture quality > > and proportional to the operations required by the relevant > > shader - > > regardless if that's houses or clouds. > > > With 1.9.1 there wasn't a big difference between placing pure .ac-models > and .xml-wrapped models into scenery. Both had the same fps. > > Now it is different. The same number of .ac-models will give higher fps > than the same number of wrapped .xmls. > > > > The system (as far as my experience goes) isn't > > particularly slow in > > rendering the clouds once they are in the scene. It is slow > > in placing > > them into the scene - dramatically slower (a factor 1000 or > > so) than with > > the standard 3d clouds. If you want to call that 'wrong' is > > in the eye of > > the beholder - that's how the interface for model placement > > from Nasal is > > at present. > > Hmm... I did not have found time for a detailed table of fps comparement, > but it seems to me that some of your clouds are decreasing fps more than > the default 3d-clouds. It looked different to me at the beginning, but > making some videos showed me this. > > > > > That slowdown for sure is generic for the way models > > are placed from > > Nasal - something appears to be *very* inefficient with > > that. I am rather > > skeptical if it's to be blamed on the xml wrapper - I see > > no supporting > > evidence. The dependence on texture type and detail level > > suggests to me > > that it's about uncompressing and loading textures into the > > GPU memory. > > If I'm right, .xmls and nasal are handeld by the CPU. > The Default clouds are mostly done by the GPU. >
I still have some old textures in Git that I have not yet changed over to .png. Do I take it from these discussions that it would be best to leave them as is? I'm right in the middle of texturing a new model. .dds is not an option because it looks as if the loader has some co-ordinate issues. It looks OK in AC3D, but when loaded in FG it's wrong. Should I revert to .rgb rather than use .png? Vivian ------------------------------------------------------------------------------ Enable your software for Intel(R) Active Management Technology to meet the growing manageability and security demands of your customers. Businesses are taking advantage of Intel(R) vPro (TM) technology - will your software be a part of the solution? Download the Intel(R) Manageability Checker today! http://p.sf.net/sfu/intel-dev2devmar _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel