Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-04 Thread Renk Thorsten
You know that rendering a transparent object twice alter its transparency. Of course, you can avoid to render it in the color buffer using write mask in one pass. What I do with the trees is render just the opaque bits early on as white with essentially no light and fog computations to

Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-04 Thread Emilian Huminiuc
On Thursday, October 04, 2012 06:42:30 Renk Thorsten wrote: You know that rendering a transparent object twice alter its transparency. Of course, you can avoid to render it in the color buffer using write mask in one pass. What I do with the trees is render just the opaque bits early on

Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-04 Thread James Turner
On 4 Oct 2012, at 07:42, Renk Thorsten wrote: What I do with the trees is render just the opaque bits early on as white with essentially no light and fog computations to set the z-buffer and discard all transparent pixels in the first pass, then render the rest in detail with lequal

Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-04 Thread Renk Thorsten
I am pretty confident (and hope to test, but it sounds like you might beat me to it) that for either the classical (non-Rembrandt) render, doing a depth-write *only* pass of the entire scene will be a net win. (Again assuming the fragment shader is the bottleneck). Since this will

Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-04 Thread James Turner
On 4 Oct 2012, at 10:02, Renk Thorsten wrote: The cockpit is the biggest potential gain, but due to the near camera - far camera thingy, I don't see how this can be done on the level of editing effect files - maybe a suitable edit of the camera group code can pull that off, but I have no

Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-04 Thread Frederic Bouvier
De: James Turner zakal...@mac.com On 4 Oct 2012, at 10:02, Renk Thorsten wrote: The cockpit is the biggest potential gain, but due to the near camera - far camera thingy, I don't see how this can be done on the level of editing effect files - maybe a suitable edit of the camera group

Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-04 Thread Frederic Bouvier
De: Frederic Bouvier I have in my Rembrandt TODO list ... BTW, this is not meant to refrain anybody to follow this route or another ;-) Regards, -Fred -- Don't let slow site performance ruin your business. Deploy

Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-03 Thread Renk Thorsten
To summarize, all objects having a pass of render bin -1 are rendered before any object having a render bin 1. If an object have two passes, it is rendered twice, once with the objects of the same render bin than the first pass, once with the objects of the same render bin than the second

Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-02 Thread Frederic Bouvier
Hi Thorsten, De: Renk Thorsten thorsten.i.r...@jyu.fi I'm trying to understand why clouds can obscure hills and hills can obscure clouds properly. My individual bits of knowledge are: * clouds are drawn from outside in, because they are in a depth sorted bin, and this is why clouds

[Flightgear-devel] Depth buffers, render bins and passes

2012-10-01 Thread Renk Thorsten
I'm trying to understand why clouds can obscure hills and hills can obscure clouds properly. My individual bits of knowledge are: * clouds are drawn from outside in, because they are in a depth sorted bin, and this is why clouds obscure other clouds properly. * hills are not drawn from