On Monday, January 28, 2013 09:27:53 Renk Thorsten wrote: > Ah, now I understand what Mathias is after: > > That would be ok if this would be optional in the sense that it does not > > impact what is there performance wise. But since this is all runtime > > configured > > by an uebershader with a lot of uniforms this is not the case. Any > > additional > > feature done in this way *does* impact everbody in several ways. Any > > additional uniform takes time to be set up in the driver. Any code that > > is in > > the shader and that cannot be optimized away at *link* time of the > > shader may > > take registers which affects the partitioning and the amount of paralell > > executed threads in the GPU. At least a notable amount of gpu's on the > > market can get register set limited at that point. > > This paragraph has nothing to do with what is actually happening. > > 1) The 'ubershader' for _models_ (model-combined-deferred.eff and > ubershader.vert/frag) has not been introduced by myself but by "Frederic > Bouvier and Gijs de Rooy with major additions and revisions by Emilian > Huminiuc and Vivian Meazza 2011" (says so in the shader code). That shader > requires to insert <generate> tags into each model which uses normal maps. > The shader is optional, i.e. it is not compiled if model shader quality is > set to zero. It is configured by a lot of uniforms (really a lot more than > I ever used for terrain). > > My own contribution with regard to this shader is just to change the light > and fog functions, I did not otherwise alter its design. However, since > there's lightmap, reflection map, normal map and dirt map, there are > potentially 15 different combinations of dedicated shaders which are not > configured by uniforms, it seems to me there may be a maintenance issue to > consider and it makes sense to do it that way. > > I did not come up with the need to modify each model, that is a property of > the original shader. Mathias, you picked the wrong audience. >
Just to set things straight, models don't need to be modified. The "local" effect inheriting from model-combined*.eff needs to have those, and this is a workaround to Flightgear not handling graciously untextured models fed to the binormal/tangent generator (by this I mean FlightGear simply segfaults). and this requirement has been in the associated documentation for a year and two full releases.... Regards, Emilian ------------------------------------------------------------------------------ Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. ON SALE this month only -- learn more at: http://p.sf.net/sfu/learnnow-d2d _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel