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



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