> > - Scenery-terrain seems to cast shadows. Visible especially shortly > > before dawn or shortly after dusk. Great feature if so, but seems > > also need a lot of perfomance. Maybe it can be made switchable? > > > > - Comparing different aircraft-models showed me, that not the > > general number of vertices or even faces is the limiting factor, > > but the number of objects. Especially instruments which makes use > > of many objects, so using non-shadow animation would be very > > recommended for instruments. > > > > -I do like when scenery objects cast shadows. But Do we need that > > in a far distance? > > Maybe we can have a distance limitation additional to Stuarts > > proposal? > > > The cost of shadows is the difference in fps between night and day, > as shadow rendering is disabled at night. The scene is rendered in > the shadow map with front face culling on, so the terrain is only > draw in the shadow map when the sun is near the horizon.
I should add that the shadow map is rendered 4 times to preserve details in the near range while seeing shadows in a reasonable distance. Ranges are : - 0.2 - 5m, intended for the cockpit - 5 - 50m, for the outside view, - 50 - 500m - 500 - 5000m for buildings surrounding the viewer We could imagine to reduce the number of cascade. Increasing the individual ranges would result in more blocky shadows, but a small control on distances may be considered. Regards, -Fred ------------------------------------------------------------------------------ Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel