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Curtis Olson wrote:
> On 11/28/06, Tim Moore <[EMAIL PROTECTED]> wrote:
> 
>> Well, not so great. At SFO at night in the UFO I see a decrease from
>> about 60fps with the existing lights to 43 with the OSG version. I
>> suspect the slowdown is very dependent on processor speed; I hadn't
>> noticed it on another computer using the debug builds. Although the
>> distance attenuation does look nicer, you might want to hold off
>> integrating my patch until I investigate further :)
> 
> 
> 
> Ok, I can hold off ... I do agree they generally look really nice.
I have a new patch at http://www.bricoworks.com/moore/lightpt2.diff (to
save everyone a 50k mail message). This fixes the performance problem; I
now get the same frame rate, if not a little better, with the OSG
lights. There was a problem in my support for switching between point
sprites and points.
> 
> I was confused about what the array of view options (sprites, enhanced
> lights, etc.) did with respect to this new patch ... I tried a few
> different
> combinations and could really figure it out.  It would be nice to get this
> all sorted out and make it clear what the different options do or don't do
> and how they play together.  It would also be nice to somehow maintain some
> sort of form of the original sprite based lighting as a fall back for
> people
> that don't have the HP to run the new OSG lights.
The "Use Point Sprites for Runway Lights" and "Enhanced Runway Lighting"
should work as expected. "Runway light distance attenuation" doesn't do
anything because that is always active.

As far as the original lights go, they don't have the blink sequence
support of the new lights. Perhaps people with old hardware could give
this new patch a try and see if it is adequate?
> 
> Another thing that would be nice is to be able to keep the sprite based
> mechanism so that lights have fuzzy (rather than hard) edges as they are
> rendered.

That should work. If it doesn't, can you send me the details of your
hardware?

Thanks,
Tim
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