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Please don't point to other sims having effect XY and claim we should be able to have the same - that's quite often not true because FG operates with its own constraints (compatibility, scenery framework, basic rendering architecture,...) and never helpful. | Please don't point to other sims having effect XY and claim we should be able to have the same - that's quite often not true because FG operates with its own constraints (compatibility, scenery framework, basic rendering architecture,...) and never helpful. | ||
== Effect XY really looks ugly under some conditions - why is that? == | |||
A good example for this is the urban relief effect which looks poor under shallow view angles, another the tree shadows which can 'hang' over a precipice. | |||
Real-time 3d rendering is the art of illusion - trying to render it 'for real' would take far too long. So it's not a matter of 'if' the illusion breaks but of 'when' - and that correlates with performance footprint. | |||
A fairly frequent situation is that one can design something that works for 99% of use cases and takes some performance. Making it work for 99.9% of use cases might take a factor 100 more performance, making it work for 99.99% a factor 10.000 - taking special cases into account quickly requires vastly more expensive techniques. | |||
So there's a line drawn somewhere. For instance, the urban relief shader is a great way to generate the illusion of many buildings from high up, but if you look into the math of [http://www.science-and-fiction.org/rendering/glsl_11.html Relief maps], you discover that it can't work under shallow view angles. It's equally possible to put explicit 3d models of buildings - but in the same number, they become vastly more expensive to render. | |||
[[Category:Shaders]] | [[Category:Shaders]] |
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