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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