> > Pushing most of the haze shader computation from the vertex to the > > fragment level would seem to suggest an approximately constant cost > > for the haze for the same view regardless of scenery complexity since > > the number of hazy fragments remain about the same. > > Thanks for the explanations - that was *really* helpful to understand > what is going on.
FWIW, I saw with gDebugger that the sky dome is made of more than 23000 vertices, even if a small amount of them are really displayed on screen. In Rembrandt, several pass are done on 1/16th of the size of the screen (1/4th of each dimension), relying on the mag filter to cover the whole screen. This is the case of the blur pass in the AO or Bloom effects. Regards, -Fred ------------------------------------------------------------------------------ Try before you buy = See our experts in action! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-dev2 _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel