From: Vivian M. <viv...@li...> - 2012-04-25 09:41:31
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Stuart > -----Original Message----- > From: Buchanan [mailto:stu...@gm...] > Sent: 25 April 2012 10:20 > To: FlightGear developers discussions > Subject: Re: [Flightgear-devel] Random Buildings > > On Wed, Apr 25, 2012 at 10:06 AM, James Turner wrote: > > For me, the builds are extremely expensive - no idea why. The actual > density doesn't make a huge different (1.0 vs 2.0, I will experiment more > later). > > > > Eg my draw + GPU times go from 15msec to 100msec when I enable > random buildings. This seems suspicious, since this a single state, texture and > primitive set, right? I am testing over Berlin, so there's a lot of urban tiles, but > even so, it's a very drastic change. > > > > That's very suspicious. There are a small number of states/primitive sets > being used (for LoD purposes). > > Even at density=1.0 in a large urban area there will be many thousands of > additional vertices being drawn, so it's possible that is saturating your GPU. > > One random thought - I think the texture (data/Textures/buildings.png) may > still have an alpha channel. It might be worth checking if that's the case, and > removing it. (I'm not at my FG computer right now so can't check myself). > Looks good here - minimal impact on frame rate. Well done Vivian |