> 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


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