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== Using draw masks == | == Using draw masks == | ||
[[File:Property-browser-with-draw-masks-shown.png|thumb|Property browser with [[Draw masks]] shown]] | |||
{{FGCquote|1= people with very powerful hardware who are still getting only ~30 fps may want to hide the aircraft using /sim/rendering/draw-masks to see for themselves how much of an impact the 3D model/texturing vs. scenery/clouds etc has, note that this will not have any effect on running Nasal code|2= {{cite web | url = http://forum.flightgear.org/viewtopic.php?p=263960#p263960 | title = <nowiki>Re: Su-15</nowiki> | author = <nowiki>Hooray</nowiki> | date = Nov 11th, 2015 }}}} | {{FGCquote|1= people with very powerful hardware who are still getting only ~30 fps may want to hide the aircraft using /sim/rendering/draw-masks to see for themselves how much of an impact the 3D model/texturing vs. scenery/clouds etc has, note that this will not have any effect on running Nasal code|2= {{cite web | url = http://forum.flightgear.org/viewtopic.php?p=263960#p263960 | title = <nowiki>Re: Su-15</nowiki> | author = <nowiki>Hooray</nowiki> | date = Nov 11th, 2015 }}}} | ||
== Core Development == | == Core Development == | ||
{{FGCquote|1= Those osg stats should really be dumped to the console during startup, maybe just the aircraft-specific branch, i.e. separated scenery/aircraft to write into the log file how complex an aircraft/airport (location) really is/was.I really believe that this is a useful metric, and the approach could also be suited to understand other issues, i.e. rendering a minimal view of a scene and removing/adding different elements using draw-mass to see if/how they impact overall scene complexity and performance.This would probably also help us understand Rembrandt issues, and it would allow us to identify opportunities for optimiing Canvas further - e.g. by allowing such stats to be gathered "per-canvas" (texture), querying the whole sub-graph for the corresponding cam, which is possible using existing osg APIs)In fact, aircraft/airport complexity I would even log to the splash screen right away, to provide some data to aircraft developers|2= {{cite web | url = http://forum.flightgear.org/viewtopic.php?p=264221#p264221 | title = <nowiki>Re: Su-15</nowiki> | author = <nowiki>Hooray</nowiki> | date = Nov 12th, 2015 }}}} | {{FGCquote|1= Those osg stats should really be dumped to the console during startup, maybe just the aircraft-specific branch, i.e. separated scenery/aircraft to write into the log file how complex an aircraft/airport (location) really is/was.I really believe that this is a useful metric, and the approach could also be suited to understand other issues, i.e. rendering a minimal view of a scene and removing/adding different elements using draw-mass to see if/how they impact overall scene complexity and performance.This would probably also help us understand Rembrandt issues, and it would allow us to identify opportunities for optimiing Canvas further - e.g. by allowing such stats to be gathered "per-canvas" (texture), querying the whole sub-graph for the corresponding cam, which is possible using existing osg APIs)In fact, aircraft/airport complexity I would even log to the splash screen right away, to provide some data to aircraft developers|2= {{cite web | url = http://forum.flightgear.org/viewtopic.php?p=264221#p264221 | title = <nowiki>Re: Su-15</nowiki> | author = <nowiki>Hooray</nowiki> | date = Nov 12th, 2015 }}}} |