On 4 Oct 2012, at 07:42, Renk Thorsten wrote:

> What I do with the trees is render just the opaque bits early on as white 
> with essentially no light and fog computations to set the z-buffer and 
> discard all transparent pixels in the first pass, then render the rest in 
> detail with lequal comparison later.

I am pretty confident (and hope to test, but it sounds like you might beat me 
to it) that for either the classical (non-Rembrandt) render, doing a 
depth-write *only* pass of the entire scene will be a net win. (Again assuming 
the fragment shader is the bottleneck). Since this will reduce overdraw to zero 
- solving both the 'cockpit covers terrain' optimization, but also where random 
trees or buildings do. (Which is presumably where your 30% gain comes from)
 
James

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