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 I
On Thu, Jul 19, 2012 at 1:16 PM, Renk Thorsten thorsten.i.r...@jyu.fi 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.
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)?
That would
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-buffer
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
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, and
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.
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