On Sunday 11 December 2011 22:04:02 Stuart Buchanan wrote: > On Thu, Dec 8, 2011 at 10:47 AM,I wrote: > > 2011/12/8 Mathias Fröhlich wrote: > >> If I do not respond to list mails when you need some response, fell > >> free to contact me directly. I just miss some mails every now and > >> then ...> > > Thanks for the offer. Will do. > > I've had a look, and I think I can change the code to create a single > PrimitiveSet for each cloud fairly easily. > > On thinking about this a bit more, one thing that I don't quite understand > is why the behaviour for clouds should differ so much from our random > vegetation. > > The random vegetation code we have is very similar - a small number > of geometries being used again and again. Yet, the performance is far, > far better, even with much higher numbers of objects. > > I had thought that the main difference was the use of transparency, > where the clouds are larger and generally more transparent than > the trees. > > If so, and the alpha blending of the textures has the most impact on > framerate, will changing the geometry help significantly? Or is it the > case that the transparency _within_ a geometry is much more effectively > handled by OSG than the transparency between different geometries? > > -Stuart > On a sidenote to this discussion, all cloud*.eff files force render bin 10, moving them back to render bin 9 (as they were before according to this: http://mapserver.flightgear.org/git/?p=fgdata;a=commitdiff;h=f94af651aecc63ea1989529f0114b28b4bcef48f and also to the setup in simgear/scene/util/RenderConstants.hxx ) gives me back a lot of performance (roughly from 15fps to >30 fps with fair weather, and much less framedrop in cloudheavy configs with a 8600gt). Maybe there's some performance to be gained back from that too?
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