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 ------------------------------------------------------------------------------ Don't let slow site performance ruin your business. Deploy New Relic APM Deploy New Relic app performance management and know exactly what is happening inside your Ruby, Python, PHP, Java, and .NET app Try New Relic at no cost today and get our sweet Data Nerd shirt too! http://p.sf.net/sfu/newrelic-dev2dev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel