Hi,
On Monday, December 05, 2011 12:07:31 Stuart Buchanan wrote: > I had come to the conclusion that the only way to get a signficant increase > in performance would be move to using Impostors. That's a big change, > particularly as the OSG implimentation appears to be broken/bit-rotted. > I've been strenuously avoiding having to think about implementing it > myself, but I may have to just bite the bullet. Either way, it isn't going > to happen for 2.6.0! There is also a technicque called 'pre integration' available for clouds. So youre actually really computing the rendering equations integrals but the space filling volume elements have their conrtibutions to the integral value already precomputed on a texture map on the volume elements surface. The problem to solve is still how to draw this fast in the right back to front order. And I agree that this is also something like the imposters in the sense that there are pre computed areas having a fixed ficture for some time. Together I still think that the amount of draws and state changes must be cut down. In terms of state changes, an exact depth sorted draw order causes may be a huge amount of texture state changes. May be it is possible to collapse the different textures into one and pick out the appropriate subrange of the texture? May be an array texture, may be a 3d texture with different layers in each discrete z dimension? Greetings Mathias ------------------------------------------------------------------------------ Cloud Services Checklist: Pricing and Packaging Optimization This white paper is intended to serve as a reference, checklist and point of discussion for anyone considering optimizing the pricing and packaging model of a cloud services business. Read Now! http://www.accelacomm.com/jaw/sfnl/114/51491232/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel