Andy Ross writes:
>
> Norman Vine wrote:
> > This method should also be *considerably* faster then the current
> > Panel code in that the actual updating of the instruments can be
> > done on a round robin basis
> 
> I'm not sure this will work as well as you think.  The only way to
> reduce the amount of work done is to re-render panel instruments
> something less than once per frame.  Once that multiplier becomes more
> than 2 or 3, you end up with the same chunky, awful panel animations
> that MSFS is (in)famous for.

Not completely true you only have to rebuild the instrument when the 
instrument value changes enough to make a perceptual difference
ie if there ia a 20 pixel spread for a 200* temperature range there is 
absolutely no need to change the rendered instrument untill you have
a  5* < worse case > degree temp change and now you have a 10* buffer

> Remember that this only matters  for low frame rate situations 
>-- people who are already getting 60 fps  don't care about getting to 90.  

:-)  

We want to match monitor hz,  
So if I have a 72 hz  monitor the difference between a 
FGFS fps of 35 and 37  or 68 and 73 is significant !

> And remember that fast render-to-texture requires support for
> pbuffers/render_texture extensions (I believe only NVidia's windows
> drivers currently have this).  Doing it with glCopyTexSubImage
> involves at least one extra blit and buffer clear per frame, which is
> (I suspect) likely going to cost more fill rate than you save in panel
> rendering.

This used to be true but not with the current cards or on any NVIDIA card 
with a current driver glCopyTexSubImage is FAST even without using 
pbuffers

Besides the instruments that haven't changed won't need to call
CopyTexSubImage because the texture is all ready in place 

This is the whole point !  

Replacing an entire instrument construction proceedure whenever possible 
with a *single* glQuad call :-)

Cheers

Norman

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