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. Theref

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 sit

Re: [Flightgear-devel] Rendering passes question

2012-07-21 Thread Tim Moore
On Sat, Jul 21, 2012 at 10:42 AM, Mathias Fröhlich wrote: > > Hi, > > On Thursday, July 19, 2012 15:32:01 Tim Moore wrote: >> 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. I've suspected for ye

Re: [Flightgear-devel] Rendering passes question

2012-07-21 Thread Mathias Fröhlich
Hi, On Thursday, July 19, 2012 15:32:01 Tim Moore wrote: > 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. I've suspected for years that it lies on the CPU, and have > been trying to optimize our

Re: [Flightgear-devel] Rendering passes question

2012-07-21 Thread Mathias Fröhlich
Hi, On Thursday, July 19, 2012 17:09:09 James Turner wrote: > I have some plans in that direction post 2.8, especially to flatten the LOD > quadtrees and transforms of the tiles. Each tile will get some top-level > LOD groups for all objects (shared and static). I'm hoping in combination > with t

Re: [Flightgear-devel] Rendering passes question

2012-07-20 Thread Frederic Bouvier
> De: "Tim Moore" > > On Fri, Jul 20, 2012 at 9:59 AM, James Turner > wrote: > > > > On 20 Jul 2012, at 07:22, Tim Moore wrote: > > > >> We could use the stencil buffer without copying anything: render > >> the near scene first, setting stencil bits, then enable the stencil > >> test for the far

Re: [Flightgear-devel] Rendering passes question

2012-07-20 Thread Tim Moore
On Fri, Jul 20, 2012 at 9:59 AM, James Turner wrote: > > On 20 Jul 2012, at 07:22, Tim Moore wrote: > >> We could use the stencil buffer without copying anything: render the >> near scene first, setting stencil bits, then enable the stencil test >> for the far scene. I believe that the stencil tes

Re: [Flightgear-devel] Rendering passes question

2012-07-20 Thread Arnt Karlsen
On Thu, 19 Jul 2012 19:43:41 +, Renk wrote in message : > In my shading schemes, in-cockpit is much faster because no fogging > is computed at all. ..this means we don't model cockpit or cabin pressurization loss? Or, that fogging is triggered by the pressure loss like in RL? -- ..med ve

Re: [Flightgear-devel] Rendering passes question

2012-07-20 Thread Frederic Bouvier
> > this could be unified with the classical renderer. What do you > > think about > > that ? > > > I would probably give more of the range to the far camera e.g., > [0.1..1.0]. This would probably work best with a floating point depth > buffer, but if you do that, you might be able to go back to u

Re: [Flightgear-devel] Rendering passes question

2012-07-20 Thread Tim Moore
On Fri, Jul 20, 2012 at 10:23 AM, Frederic Bouvier wrote: > Hi Tim & James, > >> De: "James Turner" >> >> On 20 Jul 2012, at 07:22, Tim Moore wrote: >> >> > We could use the stencil buffer without copying anything: render >> > the near scene first, setting stencil bits, then enable the stencil >>

Re: [Flightgear-devel] Rendering passes question

2012-07-20 Thread Frederic Bouvier
Hi Tim & James, > De: "James Turner" > > On 20 Jul 2012, at 07:22, Tim Moore wrote: > > > We could use the stencil buffer without copying anything: render > > the near scene first, setting stencil bits, then enable the stencil > > test for the far scene. I believe that the stencil test has been

Re: [Flightgear-devel] Rendering passes question

2012-07-20 Thread James Turner
On 20 Jul 2012, at 07:22, Tim Moore wrote: > We could use the stencil buffer without copying anything: render the > near scene first, setting stencil bits, then enable the stencil test > for the far scene. I believe that the stencil test has been extremely > fast for years. Oooh, yes - I was for

Re: [Flightgear-devel] Rendering passes question

2012-07-19 Thread Tim Moore
On Thu, Jul 19, 2012 at 6:09 PM, James Turner wrote: > > On 19 Jul 2012, at 14:32, Tim Moore wrote: > >>> Do we really not run the terrain fragment shader when the terrain is seen >>> through the cockpit floor (my system seems to slow down even though no >>> terrain is seen in the event and the

Re: [Flightgear-devel] Rendering passes question

2012-07-19 Thread Renk Thorsten
> Which is very unfortunate, since in the common case it would allow a > huge amount of tile/terrain pixels to be dumped. Could we use a buffer > copying to trick to initialise a stencil plane on the far camera based > on the near-camera Z-buffer? > > I've no idea what the penalty of a z-buff

Re: [Flightgear-devel] Rendering passes question

2012-07-19 Thread James Turner
On 19 Jul 2012, at 14:32, Tim Moore wrote: >> Do we really not run the terrain fragment shader when the terrain is seen >> through the cockpit floor (my system seems to slow down even though no >> terrain is seen in the event and the framerate responds to my shader quality >> settings)? > > T

Re: [Flightgear-devel] Rendering passes question

2012-07-19 Thread Tim Moore
On Thu, Jul 19, 2012 at 1:16 PM, Renk Thorsten wrote: >> This is an optimization to avoid running really expensive shaders on >> geometry that will be hidden from view. The GPU has an "early Z" >> capability and won't run a fragment shader if it knows the result will >> be discarded. > > But that

Re: [Flightgear-devel] Rendering passes question

2012-07-19 Thread Renk Thorsten
> This is an optimization to avoid running really expensive shaders on > geometry that will be hidden from view. The GPU has an "early Z" > capability and won't run a fragment shader if it knows the result will > be discarded. But that can't be all that is going on. In this case I'd expect that if

Re: [Flightgear-devel] Rendering passes question

2012-07-18 Thread Frederic Bouvier
> > So, was there a reason we texture and fog during the first pass and > > should I see any unexpected side effects, or can I simply use the > > trivial shaders and get my 12% framerate? > > The main reason to render textures at this stage is that textures > with transparency do change the fragme

Re: [Flightgear-devel] Rendering passes question

2012-07-18 Thread Renk Thorsten
> The main reason to render textures at this stage is that textures with > transparency do change the fragments that are rendered. Calculating > the fog color seems wrong, but I don't have the sources in front of me > and gitorious is acting up. So since we're not using transparent textures for te

Re: [Flightgear-devel] Rendering passes question

2012-07-18 Thread Tim Moore
On Wed, Jul 18, 2012 at 8:27 AM, Renk Thorsten wrote: > > May I ask yet another dumb question? > Yes, although this isn't a dumb question. > In the first rendering pass of default terrain rendering, we use default.vert > and terrain-nocolor.frag as shaders. I have so far mindlessly copied the >

[Flightgear-devel] Rendering passes question

2012-07-17 Thread Renk Thorsten
May I ask yet another dumb question? In the first rendering pass of default terrain rendering, we use default.vert and terrain-nocolor.frag as shaders. I have so far mindlessly copied the first pass since I had no real clue as to what it is for. Its purpose seems to be to establish that farawa