> The main reason to render textures at this stage is that textures with
> transparency do change the fragments that are rendered. Calculating
> the fog color seems wrong, but I don't have the sources in front of me
> and gitorious is acting up.

So since we're not using transparent textures for terrain, it should actually 
be okay to drop the texturing as well?

> one texture2D() call -> 12% framerate drop seems a bit excessive. What
> is the time difference in milliseconds? Hardware?

The GPU is an nVIDIA GeForce 8600M.  I usually do benchmark testing spawning 
with the ufo at given location and altitude and set visibility to a standard 
value. That produces very consistent results and reproducable framerates for 
me, so I can gauge the impact of a change.

In this instance, I compared the simple haze scheme (with only the terrain 
texture) with the detailed scheme to which I successively added snow texture, 
detail overlay texture and mix texture. Since that slowed the code quite a bit, 
I started commenting things out while benchmarking, and most of the time is 
burnt by just looking up a texture even if I don't do anything with it. I don't 
have any precise timings for just the texture2D() call. Also, I should remark 
that for this test the framerate is completely determined by how fast the 
fragment shader executes, i.e. I have tested for relatively low vertex count 
and no clouds. The framerates (ufo in 1200x900 window) ranged between 49 and 31 
fps, in real-case tests with the F-16 in 1920x1200 fullscreen mode between 20 
and 11 fps.

When I leave the texturing out in the first pass, at startup I get 22 fps 
instead of 20.

* Thorsten


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