Re: [Flightgear-devel] Rendering passes question

2012-07-22 Thread Renk Thorsten
The depth-pass-only pass is a well known optimization, but the fact it is not helping implies that our bottleneck is not in fragment processing. Most of the discussion is drifting a bit over my head now, but I'm pretty sure that's not what I am talking about. I am talking about a situation

Re: [Flightgear-devel] Rendering passes question

2012-07-22 Thread Mathias Fröhlich
Hi, On Sunday, July 22, 2012 01:17:43 Tim Moore wrote: That is a big problem, but we also have CPU bottlenecks upstream too. I agree. The scenegraph structure is not well suited. But therefore at the first cut I hope to simply get less tiles and models present by a better lod structure.

[Flightgear-devel] commit 75087095b132ec7a42e14000c7c8b3b09147d720

2012-07-22 Thread Mathias Fröhlich
Hi Tim, The mentioned commit breaks scenegraph picking. For reference take the c172 door handle that opens the dor but never closes it anymore. Well, except you click at the position where the untransformed door handle would be. Also I have some issues with this. I agree that we should move

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-22 Thread James Turner
On 21 Jul 2012, at 21:46, stefan riemens wrote: Obviously, I think the best choice of these is to switch to osgWidget, and I'm willing to take that task upon me. I've made a clone on Gitorious, with a osgWidget MenuBar implementation. Its currently pretty quick and dirty, and looks