Random Buildings: Difference between revisions

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(posting to docs: http://flightgear.org/forums/viewtopic.php?f=37&t=18935&p=175733#p175714)
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[[File:Random-buildings.jpg|thumb|Random Buildings]]
[[File:Random-buildings.jpg|thumb|Random Buildings]]


== The old Urban Shader ==
The old urban effect, even at minimum quality level, does a lot of texture reading. It needs to iteratively compute the intersection point of your view line with the heightmap, and so needs to read the heightmap quite a lot (if I remember correctly, it might need to read it up to 20 times - most 'normal' shaders read perhaps 1-5 textures). Texture read operations are generically expensive, more so on less powerful hardware.
The old urban effect, even at minimum quality level, does a lot of texture reading. It needs to iteratively compute the intersection point of your view line with the heightmap, and so needs to read the heightmap quite a lot (if I remember correctly, it might need to read it up to 20 times - most 'normal' shaders read perhaps 1-5 textures). Texture read operations are generically expensive, more so on less powerful hardware.


So the urban effect has quite different demands on the GPU than other effects, and there is no reason it should scale like other effects - it is quite possible that it simply doesn't run fast enough on your machine. The urban effect is really a visual hack anyway, we'd strongly suggest leaving it off and using the new 'random buildings' feature instead, as described below:
So the urban effect has quite different demands on the GPU than other effects, and there is no reason it should scale like other effects - it is quite possible that it simply doesn't run fast enough on your machine. The urban effect is really a visual hack anyway, we'd strongly suggest leaving it off and using the new 'random buildings' feature instead, as described below:


== The new System ==
As of 05/2012, FlightGear supports a new "random buildings" feature, buildings are generated at runtime and placed in Urban and Town areas.  In v2.8.0 these take up a lot of memory, but in subsequent releases this has been improved significantly.
As of 05/2012, FlightGear supports a new "random buildings" feature, buildings are generated at runtime and placed in Urban and Town areas.  In v2.8.0 these take up a lot of memory, but in subsequent releases this has been improved significantly.


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