Re: [Flightgear-devel] Trying to get more performance out of the 3D clouds!

2011-12-14 Thread Stuart Buchanan
On Mon, Dec 12, 2011 at 8:19 AM, Erik Hofman wrote: > This reminds me that vegetation uses a texture strip with 8 different > trees at a size of 256x64 pixels whereas clouds use one texture for > every cloud (puff) using 256x256 pixels. Maybe that makes a difference? It varies by cloud definition,

Re: [Flightgear-devel] Trying to get more performance out of the 3D clouds!

2011-12-13 Thread Mathias Fröhlich
Hi, On Tuesday, December 13, 2011 15:31:43 Csaba Halász wrote: > 2011/12/12 Mathias Fröhlich : > > As an answer to the previous mail, point sprites may help here too. You > > will get the bilboard effect for free. > > > > We have a queriable limit in the maximum supported point size which > > no

Re: [Flightgear-devel] Trying to get more performance out of the 3D clouds!

2011-12-13 Thread Csaba Halász
2011/12/12 Mathias Fröhlich : > > > As an answer to the previous mail, point sprites may help here too. You will > get the bilboard effect for free. > > We have a queriable limit in the maximum supported point size which nobody > guarantees to be really high. But in reality point sprites can get up

Re: [Flightgear-devel] Trying to get more performance out of the 3D clouds!

2011-12-12 Thread Emilian Huminiuc
On Sunday 11 December 2011 22:04:02 Stuart Buchanan wrote: > On Thu, Dec 8, 2011 at 10:47 AM,I wrote: > > 2011/12/8 Mathias Fröhlich wrote: > >> If I do not respond to list mails when you need some response, fell > >> free to contact me directly. I just miss some mails every now and > >> then ...>

Re: [Flightgear-devel] Trying to get more performance out of the 3D clouds!

2011-12-12 Thread Erik Hofman
On Mon, 2011-12-12 at 10:56 +0100, Frederic Bouvier wrote: > > De: "Erik Hofman" > > > > On Mon, 2011-12-12 at 08:38 +0100, Mathias Fröhlich wrote: > > > > > Also textures are just handed over to OpenGL. > > > > This reminds me that vegetation uses a texture strip with 8 different > > trees at a

Re: [Flightgear-devel] Trying to get more performance out of the 3D clouds!

2011-12-12 Thread Frederic Bouvier
> De: "Erik Hofman" > > On Mon, 2011-12-12 at 08:38 +0100, Mathias Fröhlich wrote: > > > Also textures are just handed over to OpenGL. > > This reminds me that vegetation uses a texture strip with 8 different > trees at a size of 256x64 pixels whereas clouds use one texture for > every cloud (pu

Re: [Flightgear-devel] Trying to get more performance out of the 3D clouds!

2011-12-12 Thread Erik Hofman
On Mon, 2011-12-12 at 08:38 +0100, Mathias Fröhlich wrote: > Also textures are just handed over to OpenGL. This reminds me that vegetation uses a texture strip with 8 different trees at a size of 256x64 pixels whereas clouds use one texture for every cloud (puff) using 256x256 pixels. Maybe that

Re: [Flightgear-devel] Trying to get more performance out of the 3D clouds!

2011-12-11 Thread Mathias Fröhlich
Hi Stuart, On Sunday, December 11, 2011 23:04:02 you wrote: > I've had a look, and I think I can change the code to create a single > PrimitiveSet for each cloud fairly easily. I think you can try. As an answer to the previous mail, point sprites may help here too. You will get the bilboard eff

Re: [Flightgear-devel] Trying to get more performance out of the 3D clouds!

2011-12-11 Thread Stuart Buchanan
On Thu, Dec 8, 2011 at 10:47 AM,I wrote: > 2011/12/8 Mathias Fröhlich wrote: >> If I do not respond to list mails when you need some response, fell free to >> contact me directly. I just miss some mails every now and then ... > > Thanks for the offer. Will do. I've had a look, and I think I can ch

Re: [Flightgear-devel] Trying to get more performance out of the 3D clouds!

2011-12-08 Thread Stuart Buchanan
2011/12/8 Mathias Fröhlich wrote: > The cloud code changes its internal data structures in the draw call? > Or are these lists per context data structures? > This is kind of proboblematic for two reasons: > 1. draw happens in paralell in all configured multi viewer contexts. So I fear > concurrent

Re: [Flightgear-devel] Trying to get more performance out of the 3D clouds!

2011-12-07 Thread Mathias Fröhlich
Hi, On Wednesday, December 07, 2011 23:05:06 Stuart Buchanan wrote: > 2011/12/6 Mathias Fröhlich wrote: > > As usual, I did not take the time to really look into the code. So please > > excuse more or less obvious questions about the current implementation. > > The relevant code is newcloud.[c|h

Re: [Flightgear-devel] Trying to get more performance out of the 3D clouds!

2011-12-07 Thread Stuart Buchanan
2011/12/6 Mathias Fröhlich wrote: > As usual, I did not take the time to really look into the code. So please > excuse more or less obvious questions about the current implementation. The relevant code is newcloud.[c|h]xx and CloudShaderGeometry.[c|h]xx in simgear/scene/sky/ It's entirely possibl

Re: [Flightgear-devel] Trying to get more performance out of the 3D clouds!

2011-12-05 Thread Mathias Fröhlich
Hi, On Monday, December 05, 2011 12:07:31 Stuart Buchanan wrote: > I had come to the conclusion that the only way to get a signficant increase > in performance would be move to using Impostors. That's a big change, > particularly as the OSG implimentation appears to be broken/bit-rotted. > I've

Re: [Flightgear-devel] Trying to get more performance out of the 3D clouds!

2011-12-05 Thread Mathias Fröhlich
Hi, As usual, I did not take the time to really look into the code. So please excuse more or less obvious questions about the current implementation. On Monday, December 05, 2011 09:26:09 thorsten.i.r...@jyu.fi wrote: > Since according to the newsletter Stuart's current ongoing quest is to get

Re: [Flightgear-devel] Trying to get more performance out of the 3D clouds!

2011-12-05 Thread Stuart Buchanan
On Mon, Dec 5, 2011 at 8:26 AM, Thorsten Renk wrote: > Since according to the newsletter Stuart's current ongoing quest is to get > better performance for 3d clouds, here are some of my observation: Thanks very much for the observations. Lots of food for thought :) As an FYI, the investigations