>> 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...
And some benchmark tests with my Altocumulus texture sheet: With the same number of cloudlets and precisely the same texture sheet, Stuart's hard-coded clouds get about 20% more framerate out of my box. Even more impressive, the performance doesn't really degrade until I increase the number of cloudlets by a factor 10 (where I built a cloud from 2 textures previously, I can now use 20) - only when I use 100 sprites per cloud do I see a rather significant performance degradation (black magic??) So we get nicer clouds with better performance - I like that :-) (Don't get overexcited about a factor 10 more cloudlets though - since we distribute them into a volume in the end, the linear resolution of structures only grows with the cubic root of the cloudlets, so the actual improvement factor is more like 2.1... ) * 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