From: Stuart B. <stu...@gm...> - 2011-08-13 10:13:32
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On Fri, Aug 12, 2011 at 10:52 AM, Thorsten Renk wrote: >> Yes, the sprite is selected from the sheet randomly on the x-axis and >> based on it's height in the cloud on the y-axis for precisely this >> reason. >> >> The behaviour isn't switchable at present though it could be. >> >> For the relatively small texture sheets I used in the default 3D >> clouds, I simply >> duplicated the textures, so you'd have a 2x6 or 3x9 sheet. Given that >> cloud >> performance is effectively limited by sprite resolution and coverage >> rather >> than texture sheet size, that might be OK. Otherwise I can add a switch >> fairly easily. Let me know if you want me to do so. > > If it's not too much trouble, I think the switch would be nice. > Duplicating textures in this case (since a single image has about 1000x400 > pixels) would mean going to a 2048x1024 sheet (possibly doesn't work) or > then quadrupling it with several permutations on 2048x2048 - which seems a > waste of good disk space. I've got a patch to do this that I'll submit shortly. the parameter is <height-map-texture>, and it defaults to false. I'm also taking the opportunity to change some of the defaults, so that the max-[cloud|sprite]-[width|height]-m> parameters default to 1.5x the min equivalent. I suspect it won't make much difference to your clouds, as I expect you'll want to explicitly set all the parameters, but it should mean the defaults make more sense. > I've done my first 'real' flight (i.e. not using the ufo) with the new > system (and after compiling against OSG 3.01) yesterday - just a short hop > from KLSV to KINS with the F-16 - framerate never dropped below 40 fps > even with a fairly dense layer and 45 km visibility, in sparse clouds > climbed above 70 fps. Pretty awsome... I don't really know how much of > this is due to the new OSG version and how much due to the different > cloud/terrain interaction system, but the combination is rather powerful. > Even without splitting a sky generation across several frames, the delay > building a new tile is actually less than the texture loading delay when I > turn my head in the F-16 too much... Fantastic. I look forward to seeing the final results. -Stuart |