-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA256 Josh Babcock schrieb: > LeeE wrote: >> On Sunday 30 December 2007 09:47, Detlef Faber wrote: >>> Hello, > >> Could it be that the overhead of rotating many simple billboard >> objects accounts for the performance hit over an equivalent number >> of more complex static models? > > Probably has more to do with the fact that the billboards are not only > UV mapped, but also have an alpha channel. These new ones appear to just > be using OGL materials. I wonder, does OSG do vertex painting? That > would be a great way to make these look better without adding a texture.
I'm a bit out of the current 3D programming that FGFS uses... But wouldn't a vertex shader help in this case (for billboarding as well as generic trees)? CU, Christian -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.6 (GNU/Linux) iD8DBQFHd9/poWM1JLkHou0RCFCfAKCE2g6AAdHOUffVyPNzt8BtSQSZrgCfYnUW ig9HdTPaKCJWjqD+Twk/t0k= =UOSw -----END PGP SIGNATURE----- ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel