Hi Stuart, > > On Wed, Apr 4, 2012 at 5:05 PM, Frederic Bouvier wrote: > > You may also want to disable vegetation for better performance : > > --prop:/sim/rendering/random-vegetation=0 > > > > Regards, > > -Fred > > Fred, > > I'd like to help out fixing bugs/limitations in Rembrandt. Given > I wrote the random vegetation code, is this somewhere where > I could lend a hand? > > I had a look at the code last night, and tried just setting the > shadow camera to cull the vegetation nodes, but it didn't improve > performance in any significant way. Have you any thoughts > about how this should be fixed? > > BTW - very much appreciate the top quality puns from the last > couple of days!
The first thing to do it to convert the tree shader in a way it outputs correctly normals and colors to the 3 buffers. As long as you can see identically shaded objects in all three buffers, it's not good. You may want to look into deferred-gbuffer[.vert/.frag] shaders to see how to use gl_FragData instead of gl_FragColor. It's important to leave out all kind of shading. If you want the trees look cylindrical (put a better word here) and not flat, you may bake a normal that is not strictly toward the viewer, as it is really a flat billboard, but you can leave that for later. I updated the wiki page to describe the new buffer layout. As for the performance, I have a vague recollection that you say that the trees are first drawn alpha-tested and then alpha-blended. Can you elaborate on this if it's true ? Don't hesitate to ask if something is not clear or incomplete. Regards, -Fred ------------------------------------------------------------------------------ Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev _______________________________________________ Flightgear-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/flightgear-devel

