On Mon, Jul 11, 2011 at 8:32 PM, Torsten Dreyer wrote:
> Am 11.07.2011 14:37, schrieb Stuart Buchanan:
>> Hi Thorsten,
>>
>> I think we've gone beyond what can be done for the upcoming
>> release, but comments below.
> What I'd really love to see in the mid-to-long-term range is some kind
> of unified weather system. It does not really make sense for an average
> user to have two systems to choose from.
> This will be a good bunch of work, because our two systems are not
> really compatible. And I have to admit, I do not really understand how
> the local weather works (reading 8000+ lines of Nasal is time consuming).

[For a moment I thought this post was from Thorsten Renk, and got _really_
worried ;) ]

I agree completely, and it is a big challenge.

> The results of the local weather are really excellent and I'd like to
> have something like this in our future unified weather model. Currently,
> I see two issues:
> 1) the current implementation of shader based 3d clouds do not scale
> very well with screen size/resolution. Using many 3d clouds as generated
> by the local weather system works acceptable on a single-screen setup
> but is no fun with a tripple screen or even eight or ten screens
> attached. Even on our extremely powerful presentation machine with
> high-end gfx-cards the frame rate dropped below 10 with localwx running
> on 8 monitors@1600x1200px (30-60fps with 2d clouds/global wx)

Do you see this as a problem with the 3D clouds generated by the Local
Weather system specifically, or 3D clouds in general?

I made some changes recently, that should (with a bit more work on Thorsten
and my part) allow the Local Weather clouds to make use of the same
infrastructure as the Global Weather clouds. My hope is that this should
improve the performance and visual quality of the Local Weather 3D clouds, as
well as simplifying the Local Weather system so it no-longer has to handle
quite so much model visibility handling in Nasal code.

> 2) I, personally don't like the idea of having a complex subsystem coded
> in Nasal. This will be a maintenance hell sooner or later.
>
> I allready converted a tiny bit of Thorsten's code, the terrain sampler,
> into a SGSubsystem and I would not mind porting some more stuff over to
> C++. But that will most likely not happen before our release.

That's great news.

-Stuart

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