Emilian, > All the sine stuff happens in the fragment shader, so performance is > directly related to the amount of screen pixels covered by water, not on the > amount of vertices. Maybe just testing the pixel depth against the fog > distance > might bring some performance in fogged scenarios, where you won't compute > the sine waves beyond visible range, for the few pixels that fall into that > category.
You missed the point Thorsten is making. At distance, one pixel covers many wavelength and you only get aliases when spending all the computing power on that computation, when a simple random() call would have the same effect (and maybe that would remove aliasing). The fragment shader could stop computing waves when the eye coordinate distance if greater than a particular threshold. I think it's the strategy followed by Bruneton when he transitions from wave geometry to normal mapping to special BRDF in is ocean simulation. The same thing should apply to the urban shader although the area covered is far less than ocean Regards, -Fred ------------------------------------------------------------------------------ For Developers, A Lot Can Happen In A Second. Boundary is the first to Know...and Tell You. Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! http://p.sf.net/sfu/Boundary-d2dvs2 _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel