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,
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
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
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 ...>
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
> 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
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
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
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
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
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
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
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
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
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
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