RE: [Flightgear-devel] Billboard animation

2002-05-07 Thread Norman Vine

David Megginson writes:
>
> Feel free to play with the sample tree and to compare it to the
> non-billboarded tree.  I don't know which approach would be better for
> an entire forest:
>
1. The non-billboarded tree has 18 vertices (or so), but doesn't
   require any special dynamic transformation.
>
>2. The billboarded tree has only 4 vertices, but requires a
>   transformation based on the view matrix.
>
>Norm: which do you think would be more efficient for a forest of, say,
>500 trees?

David

One of the ideas behind the 'impostor' is that the transform is allready
applied to the texture so that unless the 'impostor' needs updating
the 'impostor' only needs the 4 vertex calls.   Because it is relatively
expensive to rerender the 'impostor' only those trees beyond 'some distance'
are considered as impostor candidates.

IMHO This occasionally recreating the impostor texture and then applying
ONLY a texture mapped quad will be significantly faster then either of your
'possibilities' above when using an appropriate 'impostor distance'

Note that Impostor textures can be a shared resource too :-)

Norman



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Re: [Flightgear-devel] Billboard animation

2002-05-06 Thread David Megginson

Erik Hofman writes:

 > Particles (in OpenGL) are a large number of polygons which have the
 > same characteristics. By updating the particles in one shot you
 > should be able to get the best perfomance out of the hardware.

Do you mean that all of the billboarded trees would be under the same
transformation?  That wouldn't work, because each tree has to turn to
a slightly different angle to face the camera, and each has to rotate
about its own centrepoint.


All the best,


David

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Re: [Flightgear-devel] Billboard animation

2002-05-06 Thread Erik Hofman

David Megginson wrote:
> Erik Hofman writes:
> 
>  > > Norm: which do you think would be more efficient for a forest of, say,
>  > > 500 trees?
>  > 
>  > I would say, billboarded spherical trees handled as particles.
> 
> I don't understand 'particles'.

Particles (in OpenGL) are a large number of polygons which have the same 
  characteristics. By updating the particles in one shot you should be 
able to get the best perfomance out of the hardware.

Erik


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Re: [Flightgear-devel] Billboard animation

2002-05-05 Thread David Megginson

Erik Hofman writes:

 > > Norm: which do you think would be more efficient for a forest of, say,
 > > 500 trees?
 > 
 > I would say, billboarded spherical trees handled as particles.

I don't understand 'particles'.


All the best,


David

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Re: [Flightgear-devel] Billboard animation

2002-05-05 Thread Wolfram Kuss

Use billboarded trees, especially when they rotate around z only, very
careful. The funnniest sight I ever had in a flight sim was when
I flew directly over a forrest of billboarded trees and (in outside
view) looked straight down. You get concentric tree rings that move
along at the speed of the airplane. I should have done an animation of
that.

Bye bye,
Wolfram.


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Re: [Flightgear-devel] Billboard animation

2002-05-04 Thread Erik Hofman

David Megginson wrote:

> Norm: which do you think would be more efficient for a forest of, say,
> 500 trees?

I would say, billboarded spherical trees handled as particles.

Erik





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RE: [Flightgear-devel] Billboard animation

2002-05-03 Thread Norman Vine

David Megginson writes:

>Feel free to play with the sample tree and to compare it to the
>non-billboarded tree.  I don't know which approach would be better for
>an entire forest:
>
>1. The non-billboarded tree has 18 vertices (or so), but doesn't
>   require any special dynamic transformation.
>
>2. The billboarded tree has only 4 vertices, but requires a
>   transformation based on the view matrix.
>
>Norm: which do you think would be more efficient for a forest of, say,
>500 trees?

It probably depends .
Hardware assisted OpenGL can be hard to predict

But I am guessing you already know the answer,
on your machine at least  :-)

Norman

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[Flightgear-devel] Billboard animation

2002-05-03 Thread David Megginson

I've just checked in changes to add a billboard animation to
FlightGear 3D models.  The billboard animation causes an object (or
entire model) to rotate towards the camera about its z-axis and,
optionally, its x-axis as well.  Here's the XML wrapper for a sample
billboarded tree (only 4 vertices) in
$FG_ROOT/Models/Trees/billboard-tree.xml:

  

   billboard-tree.ac

   
billboard
false
   

  

The 'spherical' property is false (the default) for objects with only
cylindrical symmetry, like trees, and true for objects with spherical
symmetry, like simplistic clouds.

Feel free to play with the sample tree and to compare it to the
non-billboarded tree.  I don't know which approach would be better for
an entire forest:

1. The non-billboarded tree has 18 vertices (or so), but doesn't
   require any special dynamic transformation.

2. The billboarded tree has only 4 vertices, but requires a
   transformation based on the view matrix.

Norm: which do you think would be more efficient for a forest of, say,
500 trees?


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

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