> De: "James Turner" <zakal...@mac.com>
> 
> On 4 Oct 2012, at 10:02, Renk Thorsten wrote:
> 
> > The cockpit is the biggest potential gain, but due to the near
> > camera - far camera thingy, I don't see how this can be done on
> > the level of editing effect files - maybe a suitable edit of the
> > camera group code can pull that off, but I have no idea where to
> > start there. If you figure that one out, it'd be great.
> 
> Right, that's absolutely the first item on my 'look at easy
> performance gains' list.

I have in my Rembrandt TODO list to restore the use of a near and 
a far camera to reduce z-fighting. But Rembrandt needs a monotonic 
depth buffer, and erasing it in the middle of a frame is not an 
option. So I think we can render the near camera using a depth range 
(see glDepthRange) of (say) 0.0 - 0.1 and the far camera with a range 
of 0.1 - 1.0. This will have the advantage to allow the near camera 
to be rendered first.

Mathias or Tim also suggested to look to logarithmic depth buffer 
but that is more demanding and needs a shader for all geometry 
(already true for Rembrandt, but not for the classical renderer).

Regards,
-Fred

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