Manuel Massing:

Attached is a small fix for the sorting in CloudShaderGeometry.cxx.
I think the sorting problem stems from the osg idiosyncracy
to store transposed matrices...so the intuitive

       osg::Vec4f p = vm * osg::Vec4f(_cloudsprites[i]->position.osg(), 1.0f);

needs to be replaced with...

       osg::Vec4f p = vm.preMult(osg::Vec4f(_cloudsprites[i]->position.osg(), 1.0f);

The patch also optimizes the distance calculation - it evaluates the distances
in model space instead of eye space, which reduces computation to a dot-
product instead of a matrix multiplication.
This commit is contained in:
curt
2008-11-09 15:39:54 +00:00
parent 0b8b6ac56a
commit e6371cbf9c
+14 -9
View File
@@ -34,25 +34,30 @@ namespace simgear
{ {
void CloudShaderGeometry::drawImplementation(RenderInfo& renderInfo) const void CloudShaderGeometry::drawImplementation(RenderInfo& renderInfo) const
{ {
if (!_cloudsprites.size()) return;
osg::State& state = *renderInfo.getState(); osg::State& state = *renderInfo.getState();
osg::Matrix vm = state.getModelViewMatrix(); osg::Matrix vm = state.getModelViewMatrix();
//TODO: It isn't clear whether this is worth the perf hit ATM. //TODO: It isn't clear whether this is worth the perf hit ATM.
// Do a single iteration of a bubble sort. We do this in reverse // Transform the viewing direction, represented by the eye space vector (0,0,-1, 0), into model-space
// so that elements closest to the camera bubble to the front than // (here we simply take the opposite direction and reverse the ordering when sorting)
// the elements further away osg::Vec3f view_dir(vm(0, 2), vm(1, 2), vm(2, 2)); // Caveat: OpenSceneGraph matrices are transposed!
for(int i = (_cloudsprites.size() -2); i >= 0; i--)
{
osg::Vec4f p = vm * osg::Vec4f(_cloudsprites[i]->position.osg(), 1.0f);
osg::Vec4f q = vm * osg::Vec4f(_cloudsprites[i+1]->position.osg(), 1.0f);
if (p.z() > q.z()) float p = view_dir*_cloudsprites[0]->position.osg();
{ // Do a single iteration of a bubble sort, sorting
// back to front.
for(int i = 0; i < _cloudsprites.size() - 1; i++)
{
float q = view_dir*_cloudsprites[i+1]->position.osg();
if (p > q) {
CloudSprite c = *_cloudsprites[i]; CloudSprite c = *_cloudsprites[i];
*_cloudsprites[i] = *_cloudsprites[i+1]; *_cloudsprites[i] = *_cloudsprites[i+1];
*_cloudsprites[i+1] = c; *_cloudsprites[i+1] = c;
} }
else
p = q;
} }
const Extensions* extensions = getExtensions(state.getContextID(),true); const Extensions* extensions = getExtensions(state.getContextID(),true);