Re: [Flightgear-devel] A plan for a 3.0 release?

2012-06-19 Thread Chris Forbes
Fragment discard isn't anywhere near as free or beneficial as you think it is. It's pretty crippling on a lot of older hardware. -- Live Security Virtual Conference Exclusive live event will cover all the ways today's secu

Re: [Flightgear-devel] A plan for a 3.0 release?

2012-06-19 Thread Emilian Huminiuc
On Tuesday 19 June 2012 12:29:34 Renk Thorsten wrote: > > There is a simple solution to that. Move the work in the fragment > > shader. You > > won't be scene complexity bound, and you'll also have the correct depth > > available as (...) > > Right... but I need the projection of the vertex positi

Re: [Flightgear-devel] A plan for a 3.0 release?

2012-06-19 Thread Renk Thorsten
> There is a simple solution to that. Move the work in the fragment > shader. You > won't be scene complexity bound, and you'll also have the correct depth > available as (...) Right... but I need the projection of the vertex position into the sun direction in the horizon plane to compute light

Re: [Flightgear-devel] A plan for a 3.0 release?

2012-06-19 Thread Emilian Huminiuc
On Wednesday 13 June 2012 12:05:42 Renk Thorsten wrote: > Now, random vegetation seems to increase vertex count a lot, and this may > well be not doable by just taking the code and applying it to the > vegetation (it didn't work with clouds either). So it probably needs a > dedicated approximati

Re: [Flightgear-devel] A plan for a 3.0 release?

2012-06-14 Thread Renk Thorsten
> I'd add to this list > > * lightfields integrating well with other shaders. > > For example, I know that the random vegetation doesn't work with > lightfield shaders, and the fix that Emilian put together to allow the > random buildings to work was a workaround rather than a full fix. I > think

Re: [Flightgear-devel] A plan for a 3.0 release?

2012-06-11 Thread Stuart Buchanan
On Sun, Jun 10, 2012 at 11:10 AM, Renk Thorsten wrote: > > Torsten's question about what the release number should be got me thinking a > bit what I would expect from a 3.0 version, and I thought maybe I can put my > outcome for a discussion: > > I think what makes the difference isn't so much ne