> Pushing in front your supposed to be know how is not an argument , > usually the more person' s know how is great the less they are > pretending to have it. > Please stop to pretend to be the best.
So you mean to say that actually having written all the ALS code has not in any way given me an understanding of what the code does, where it burns performance and what the bottlenecks are? That sounds like an ill-considered position to me. > Don't tell the FG feature can't be improved with Rembrandt by exposing > some similar eye candy you are getting with your ALS, That wasn't what I was telling you at all. I was telling you that it probably can be done, but that it's going to be slower than either Rembrandt or ALS, so it won't run for you, and I asked if you still wanted to have it under these circumstances. > Have you thought about the Rembrandt lights functions, and others > effects. Yes, sure. I'm not quite as stupid as I appear - obviously they require extra computations and will make rendering slower than not having light functions, everything else being equal. > For sure the way you have been developing has created a big gap, thus it > would be difficult to mix both systems. I remember writing a few times that it would _not_ technically be horribly difficult to port some eye candy, as for instance pixel postprocessing and procedural texturing happens in the fragment shader only and that my assessment is that it can be more or less copied. I also remembered offering to help anyone working on Rembrandt doing just that. There was just zero response to my offer. > Anyhow the GPU CPU systems is less significant, than the programs which > are developed, and the way they are using the resources. Given that there are users for which Rembrandt renders with a single frame per second, I would assume that hardware is a consideration for them. Admittedly I am a bit tired of arguments 'You must make this faster, surely there must be a way.' I would ask you to demonstrate my ignorance to me and to demonstrate that you can actually make the algorithm run faster. Why don't you sit down and get your hands dirty, find out where the rendering burns most performance and figure out a way to do the computations faster? Maybe you'll come to appreciate hands-on knowledge better then. Best, * Thorsten ------------------------------------------------------------------------------ This SF.net email is sponsored by Windows: Build for Windows Store. http://p.sf.net/sfu/windows-dev2dev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel