> 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
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
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
> 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
Hi,
I'm still in the middle of a project but I am having quite some
interesting stuff here. There is a strong-crypto subproject which uses
FPGAs with OpenCL. I have learned that also the ATI and NVIDIA GPU
drivers support OpenCL in addition to their proprietary stuff (CUDA,
etc.). During a present
On Sat, Jul 7, 2012 at 10:51 PM, Stuart Buchanan wrote:
>> After the release I may also see if we can have the materials.xml file
>> selectable from a dialog and re-loadable from in-sim.
>
> FYI, I already have this working and will commit it after the release.
This is now committed to next/master
Hi all,
Just to let you know that Jon fixed a bug in JSBSim that affected the
tank inertia calculations. I think it is worth updating both 2.8.0 and
2.9.0
The fix has been applied on the file
src/FDM/JSBSim/models/FGPropulsion.cpp and is available on JSBSim CVS
repository.
Regards,
Bertrand.
--
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
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