Compositor: Difference between revisions

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* Improve the culling masks (simgear/scene/util/RenderConstants.hxx). The CASTSHADOW_BIT flag is present in almost every object in the scene graph. Turning this flag off for trees, random buildings and other geometry intensive objects improves framerates by a very considerable amount. Should the user be able to select which objects cast shadows?
* Improve the culling masks (simgear/scene/util/RenderConstants.hxx). The CASTSHADOW_BIT flag is present in almost every object in the scene graph. Turning this flag off for trees, random buildings and other geometry intensive objects improves framerates by a very considerable amount. Should the user be able to select which objects cast shadows?
* Should the terrain cast shadows? The terrain is rarely steep enough to cast shadows. Apart from that, the terrain in FlightGear messes with automatic near/far computations for the shadow passes since the geometry is not tessellated enough. Also, the terrain LOD is not good enough to have decent cull times at far cascades.
* Should the terrain cast shadows? The terrain is rarely steep enough to cast shadows. Apart from that, the terrain in FlightGear messes with automatic near/far computations for the shadow passes since the geometry is not tessellated enough. Also, the terrain LOD is not good enough to have decent cull times at far cascades.
* Adding a "internal only" shadow flag for aircraft developers. This allows farther shadow cascades to cull complex objects that are only visible in the nearest cascades. (Very important optimization for aircrafts with complex cockpit geometry).
* Adding a "internal only" shadow flag for aircraft developers. This allows farther shadow cascades to cull complex objects that are only visible in the nearest cascades. (Very important optimization for aircraft with complex cockpit geometry).
* Vegetation shadows will be done by the "legacy" method currently in use. Shadow mapping on vegetation is much more expensive in terms of performance and the current algorithm does the job well enough. <ref>https://forum.flightgear.org/viewtopic.php?f=47&p=357606</ref>
* Vegetation shadows will be done by the "legacy" method currently in use. Shadow mapping on vegetation is much more expensive in terms of performance and the current algorithm does the job well enough. <ref>https://forum.flightgear.org/viewtopic.php?f=47&p=357606</ref>