Render ShowMySky atmosphere calculating view direction per fragment#3075
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Great PR! Please pay attention to the following items before merging: Files matching
This is an automatically generated QA checklist based on modified files. |
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Looks great! |
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Did you try it out? I'd like to know whether it's acceptable after you actually have experienced it. |
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Not tried yet. |
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Works great on the Geforce. Switching delay totally acceptable IMO. Testing others... |
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Similar visual issue I see for Preetham model too - is it possible resolve that too? |
No, Preetham is CPU-based: all the colors are computed in |
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Works well as-is on my Intel. Anything to try out? Qt5/6? Angle and Raspi have no SMS, so I skip those. |
Was it on Windows? AFAIR, Intel@Windows doesn't even cache the shaders. On Mesa and |
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Yes, WIn10. Core i5-4570. (Intel HD4600). Performance is low (about 6-7fps with SMS, about 17fps with Preetham). Stellarium 1.2 has 6-7fps with SMS. Switching now causes a delay, but is acceptable. |
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Hello @10110111! The enhancement or feature has been merged into source code and you may test it via building Stellarium from source code or wait the weekly development snapshot... |
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Hello @10110111! The fix has been merged into source code and you may test it via building Stellarium from source code or wait the weekly development snapshot... |
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Hello @10110111! Please check the fresh version (development snapshot) of Stellarium: |
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Hello @10110111! Please check the latest stable version of Stellarium: |
Description
This PR makes atmosphere look better in the parts of the screen where view direction changes rapidly.
One problem that we have here is that switching between projections takes about 3 seconds to recompile all the ShowMySky shaders. After the particular projection has been switched to, usually the shaders are cached by the GPU driver (at least by NVIDIA and Mesa), so this has a limited impact. But I'm not sure if the initial delay is OK to have.
An alternative solution is to render the view directions to a separate texture and use it as an additional input for the renderer. This gets rid of the switching delay, but reduces performance for all other times (by about 9% of frame rate on my machine).
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