Hi Mathias > De: Mathias Fröhlich > > Fred, > > On Sunday, December 18, 2011 10:18:39 Frederic Bouvier wrote: > > Your patronage will be welcome. > > Ok. > My problem is that I have too many open projects currently. So, > promising to help here is something I cannot do today. But Sure, > if you have questions feel free to ask. But I currently cannot > invest much concrete work into this.
The problem I have to solve currently is how to feed the G-Buffer to the Effect system because the textures used to store it are camera-dependent (in a multi screen context) but the pass (which is a stateset) is built once for all. > I will in any case come back to you and this changes for fgviewer. > This was the code where I wanted to introduce a different fog/sky > algorithm that will decouple the atmospehric computations from the > actual models. This is also something that requires rendering the > actual scene into a set of fbos and was thought as a prework for > what you are doing now. But I am completely happy with an other > approach. I just see that we will need this kind of stuff. Currently, the fog is computed using the depth buffer as a post-process pass. Any smarter computation (like atmospheric scattering) is just a matter of writing a single shader that would replace the default fog computation. > So, may be just one question for what you have done already again > without looking into any code: > > You do not require float textures? > As far as I can see, there is a patent issue on this extension and > usually this is not strictly required. > Using a fixed point representation that makes use of the usual > depth buffer - one that scales differently than the usualy > perspective depth - could be used instead and I think we should > use this in the end. In the end this really gives even better > accuracy than a float representation since floats waste some > bits for the expontent, where a fixed point representation could > just use all the bits for accuracy. I used Policarpo's tutorial on deferred shading so I don't store absolute world position in a float texture. As described in the tutorial, I used the view direction and the depth value to compute the eye space position of the fragment. Nevertheless, I use float texture to store the normals. I tried setting up a normal buffer with just luminance and alpha with half-float while the color buffers were rgb8 but it was very slow. Instead I used rgba16f for all textures (except the depth buffer). As I use additive blending to collect the lights, I thought it would be possible to have some kind of HDR without the risk of saturating the 8bit color components. I can try to use 2 color channels to store the x and y components of the normal and reconstruct the z part with sqrt(1 - (x^2+y^2)) but that won't solve the saturation issue. Some use LUV color space to store higher intensity in RGB8 but afaik, it don't support additive blending. > > Appart from that: > > merry christmas! Happy new year, -Fred http://wiki.flightgear.org/Project_Rembrandt ------------------------------------------------------------------------------ Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel