> Even though your previous testing showed no perf difference between the > default 3d clouds and the models, I am slightly disappointed there isn't > some > intrinsic perf benefit to the default 3d versions.
It's not been a fair comparison as such. Let me try building clouds from the same texture sheet (i.e. same texture resolution, same number of cloudlets) - that's the relevant measure. Also, don't forget the wind drift benefit - that's huge... > We should change the maximum to whatever you feel is sensible > (40km?), and leave the default as it is (20km). I think my current maximum is 45 km, and for much more one needs a different tile structure anyway, so if we could get 45 km that'd be nice. > However, I'm not sure we want to be over-riding the user's explicit > preferences here. I can turn it around and use the value specified here for the cloud visible range of the old system - if that's not too confusing. > Perhaps we should look at integrating your routine to match a given > fps value by adjusting cloud visibility range? Do we all agree that it makes sense to use cloud visibility range here, rather than random objects or such like? > Yes, that's something I need to do. I think you've already implemented > this in > your codes. Can you point me at the best example shader/Effect? It's actually quite simple. You have: // Do the matrix multiplication by [ u r w pos]. Assume no // scaling in the homogeneous component of pos. gl_Position = vec4(0.0, 0.0, 0.0, 1.0); gl_Position.xyz = gl_Vertex.x * u; gl_Position.xyz += gl_Vertex.y * r * wScale; gl_Position.xyz += gl_Vertex.z * w * hScale; gl_Position.xyz += gl_Color.xyz; and I add just after that block gl_Position.z = gl_Position.z * zScale; (look into clouds-layered.vert where a value of 0.4 is hard-coded there). > Great. Let me know what else you need and I'll put it near the top of my > FG todo list. Wow :-) Thanks a lot! I think wrapping off and z-scaling are what limits my experiments most - otherwise I simply need time to catch up with texturing, parameter tuning, performance tests, but I'll keep you posted. * Thorsten ------------------------------------------------------------------------------ BlackBerry® DevCon Americas, Oct. 18-20, San Francisco, CA The must-attend event for mobile developers. Connect with experts. Get tools for creating Super Apps. See the latest technologies. Sessions, hands-on labs, demos & much more. Register early & save! http://p.sf.net/sfu/rim-blackberry-1 _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel