> Are the Winter textures still needed?

In a sense they were never really needed... for instance I have never used them.

Just to summarize the options we have to generate snow:

1) Winter textures

They are base texture sheets with snow painted on, which means they have a 
fixed snowcover and no simulation of a snowline is possible. On the good side, 
they do not need any shader technology and render with some margin fastest of 
all snow options.

2) Snow texture overlay

This uses shader technology to overlay a snow texture on the terrain, and is 
the snow feature implemented in the default rendering scheme (I don't know 
about Rembrandt, maybe also there?). This has a fixed snow coverage but 
variable snowline and uses significantly more resources than 1) (needs to read 
a second texture, needs to read noise textures, needs to compute the local 
amount of snow based on terrain gradient).

3) Procedural snow

This is a white base color modified by several noise functions. It has variable 
snow coverage, i.e. can change from thin patches of snow to a thick layer, and 
has a variable snowline. It is implemented in Atmospheric Light Scattering at 
the higher quality levels. This needs about as much performance as 2) and much 
more than 1) (evaluates terrain gradient and several noise functions, but 
doesn't read any texture).

If we want to have a CD-sized base package, and if we're fine with not 
supporting snow on less powerful hardware, then we can remove the snow 
textures. If we want to support snow on weak hardware, then they are needed.

A (more complicated) option would be to offer only one set of terrain textures 
in the base package and offer the others as additional downloads. Both the dds 
and the winter textures are probably relatively clean to separate - as far as I 
know they're not shared across different schemes.

My private opinion is that aiming for CD-size isn't that important and I would 
leave everything in.

* Thorsten
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