> That should be < 1 second for most systems, so that's great. Does that > just cover the elevation queries or generating the full model?
That should be < 1 sec for everything (I don't have any measurement for how fast generating the cloud models is, but it is *very* fast. > If so, then I wonder if we can look at hiding the stop/start function > from the > end user. I think that would help the UI, and hopefully allow us to move > towards my "holy grail" of a single (simple) UI for both global and local > weather. Yes, the new terrain interaction is more than 50 times faster than the old one - that should allow to regernate a sky whenever someone presses 'apply'. > I'd prefer not to make it configurable. We've seen some problems on > older system where we exceed the number of registers available to > the shaders for input, so I'd like to avoid adding any more if possible. Agreed. Let's just find the nicest value to insert. > Yes, the sprite is selected from the sheet randomly on the x-axis and > based on it's height in the cloud on the y-axis for precisely this > reason. > > The behaviour isn't switchable at present though it could be. > > For the relatively small texture sheets I used in the default 3D > clouds, I simply > duplicated the textures, so you'd have a 2x6 or 3x9 sheet. Given that > cloud > performance is effectively limited by sprite resolution and coverage > rather > than texture sheet size, that might be OK. Otherwise I can add a switch > fairly easily. Let me know if you want me to do so. If it's not too much trouble, I think the switch would be nice. Duplicating textures in this case (since a single image has about 1000x400 pixels) would mean going to a 2048x1024 sheet (possibly doesn't work) or then quadrupling it with several permutations on 2048x2048 - which seems a waste of good disk space. I've done my first 'real' flight (i.e. not using the ufo) with the new system (and after compiling against OSG 3.01) yesterday - just a short hop from KLSV to KINS with the F-16 - framerate never dropped below 40 fps even with a fairly dense layer and 45 km visibility, in sparse clouds climbed above 70 fps. Pretty awsome... I don't really know how much of this is due to the new OSG version and how much due to the different cloud/terrain interaction system, but the combination is rather powerful. Even without splitting a sky generation across several frames, the delay building a new tile is actually less than the texture loading delay when I turn my head in the F-16 too much... * Thorsten ------------------------------------------------------------------------------ Get a FREE DOWNLOAD! and learn more about uberSVN rich system, user administration capabilities and model configuration. Take the hassle out of deploying and managing Subversion and the tools developers use with it. http://p.sf.net/sfu/wandisco-dev2dev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel