Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-04 Thread Frederic Bouvier
> De: "Frederic Bouvier" > > I have in my Rembrandt TODO list ... BTW, this is not meant to refrain anybody to follow this route or another ;-) Regards, -Fred -- Don't let slow site performance ruin your business. De

Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-04 Thread Frederic Bouvier
> De: "James Turner" > > On 4 Oct 2012, at 10:02, Renk Thorsten wrote: > > > The cockpit is the biggest potential gain, but due to the near > > camera - far camera thingy, I don't see how this can be done on > > the level of editing effect files - maybe a suitable edit of the > > camera group co

Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-04 Thread James Turner
On 4 Oct 2012, at 10:02, Renk Thorsten wrote: > The cockpit is the biggest potential gain, but due to the near camera - far > camera thingy, I don't see how this can be done on the level of editing > effect files - maybe a suitable edit of the camera group code can pull that > off, but I have

Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-04 Thread Renk Thorsten
> I am pretty confident (and hope to test, but it sounds like you might > beat me to it) that for either the classical (non-Rembrandt) render, > doing a depth-write *only* pass of the entire scene will be a net win. > (Again assuming the fragment shader is the bottleneck). Since this will >

Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-04 Thread James Turner
On 4 Oct 2012, at 07:42, Renk Thorsten wrote: > What I do with the trees is render just the opaque bits early on as white > with essentially no light and fog computations to set the z-buffer and > discard all transparent pixels in the first pass, then render the rest in > detail with lequal co

Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-03 Thread Emilian Huminiuc
On Thursday, October 04, 2012 06:42:30 Renk Thorsten wrote: > > You know that rendering a transparent object twice alter its > > transparency. > > Of course, you can avoid to render it in the color buffer using write > > mask in one pass. > > What I do with the trees is render just the opaque bits

Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-03 Thread Renk Thorsten
> You know that rendering a transparent object twice alter its > transparency. > Of course, you can avoid to render it in the color buffer using write > mask in one pass. What I do with the trees is render just the opaque bits early on as white with essentially no light and fog computations t

Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-03 Thread Frederic Bouvier
> De: "Renk Thorsten" > > > To summarize, all objects having a pass of render bin -1 are > > rendered before any object having a render bin 1. If an object have two > > passes, it is rendered twice, once with the objects of the same render bin > > than the first pass, once with the objects of the

Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-03 Thread Renk Thorsten
> To summarize, all objects having a pass of render bin -1 are rendered > before any object having a render bin 1. If an object have two passes, > it is rendered twice, once with the objects of the same render bin than > the first pass, once with the objects of the same render bin than the > second

Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-02 Thread Frederic Bouvier
Hi Thorsten, > De: "Renk Thorsten" > > I'm trying to understand why clouds can obscure hills and hills can > obscure clouds properly. > > My individual bits of knowledge are: > > * clouds are drawn from outside in, because they are in a depth > sorted bin, and this is why clouds obscure other

[Flightgear-devel] Depth buffers, render bins and passes

2012-10-01 Thread Renk Thorsten
I'm trying to understand why clouds can obscure hills and hills can obscure clouds properly. My individual bits of knowledge are: * clouds are drawn from outside in, because they are in a depth sorted bin, and this is why clouds obscure other clouds properly. * hills are not drawn from outsid