Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-18 Thread Renk Thorsten
> Ive been thinking about this since since you posted, and now i'm curious  
> to  see it.My initial fear was more framerate drop, but if it can be truly
> disabled I think its worth a try

I think one thing we have pretty consistently implemented in the effect 
framework is that all effects can be switched off. The whole model ubershader 
is implemented in such a way that it affects you only if you have a model 
shader on. The grain texture can be implemented such that it affects you only 
if you have the model shader on at high quality and your model has a flag set 
such that it is used.

> Water
> reflection used to have nearly zero impact on my framerate , now its
> unuseable over the ocean or large lake.

Which one? We used to have two of them, a silvery one at lower quality and the 
sine wave variant at high quality. Even the high quality variant can be made to 
run almost twice as fast by dropping half the partial wave calculations (this 
is implemented in the lower quality version of Atmospheric Light Scattering). I 
haven't been following the shaders in the default framework so much, but if a 
shader suddenly eats up twice the performance, there usually is a reason worth 
understanding.

>Not sure why but the skydome  
> shader had very little effect on my framerate when it first appeared , now it
> drops fps to 10 from 40 .

Well this at least I know. When the skydome shader first appeared, it did this 
when you didn't have mountains on the horizon:

http://www.phy.duke.edu/~trenk/pics/skydome1.jpg

Your framerate has gone into fixing this problem by providing consistent 
fogging and lighting of the terrain under all conditions such that terrain 
matches with the skydome. And unfortunately, the terrain part is way more 
expensive than the skydome part (and if you run at higher quality, there's a 
gazillion of additional goodies). The skydome code itself is pretty much as 
fast as it used to be (and if you delete all skydome-switched techniques from 
terrain-default.eff and model-default.eff, you can get if back if you really 
like).

* Thorsten
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Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-18 Thread syd adams
Ive been thinking about this since since you posted, and now i'm curious to
see it.My initial fear was more framerate drop, but if it can be truly
disabled I think its worth a try.Currently I can disable shaders and get
decent performance , 30-40 fps , which makes a flight doable.I do keep
trees on , with minimal impact if I keep the slider at 1.0 or less.Water
reflection used to have nearly zero impact on my framerate , now its
unuseable over the ocean or large lake.Not sure why but the skydome shader
had very little effect on my framerate when it first appeared , now it
drops fps to 10 from 40 .
So I cringe every time someone mentions a fix,;).
 Syd


On Thu, Apr 18, 2013 at 5:03 AM, AJ MacLeod
wrote:

> On Wed, 17 Apr 2013 06:35:19 +
> Renk Thorsten wrote:
> > But okay, I asked for feedback and I got it - point taken, feature not
> considered interesting from the modeller side.
>
> My modelling activity is in extended limbo at the moment so I was
> reluctant to comment, but the lack of texturing on cockpit walls etc has
> always been something that jarred with me... on the Bocian (and Camel, come
> to think of it) I tried to ensure that every surface in the cockpit was
> textured.
>
> This was OK on a tiny aircraft like a glider, but on something bigger and
> more complex I think the shader idea has something going for it, for
> cockpit walls etc which are not modelled in the same detail as the
> individual panels alongside them - certainly well worth experimenting with
> I'd say.
>
> AJ
>
> --
>
>
>
> --
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> analytics on semi-structured data. The platform includes APIs for building
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Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-18 Thread AJ MacLeod
On Wed, 17 Apr 2013 06:35:19 +
Renk Thorsten wrote:
> But okay, I asked for feedback and I got it - point taken, feature not 
> considered interesting from the modeller side. 

My modelling activity is in extended limbo at the moment so I was reluctant to 
comment, but the lack of texturing on cockpit walls etc has always been 
something that jarred with me... on the Bocian (and Camel, come to think of it) 
I tried to ensure that every surface in the cockpit was textured.

This was OK on a tiny aircraft like a glider, but on something bigger and more 
complex I think the shader idea has something going for it, for cockpit walls 
etc which are not modelled in the same detail as the individual panels 
alongside them - certainly well worth experimenting with I'd say.

AJ

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