From: doug price (doug++at++ntserver.paradigmsim.com)
Date: 03/01/2000 23:28:59
Yes, Vega light points are just a wrapper around performer. If you start a
light point process, the light point directionality and fading computation
are done in parallel w/ the draw process and rendered after the rest of the
channel. If you don't have a light point process, the light point
computations are done during the draw (thus extending it). The computations
can be quite expensive as the range from the eye point to each light point
must be computed each frame for each channel. Directional light points
require even more calculations. If you have light points I would always
recommend using a light point process.
Doug Price
Multigen-Paradigm Inc.
phone: (972) 960-2301 fax: (972) 960-2303
email: doug++at++paradigmsim.com http://www.multigen-paradigm.com
> -----Original Message-----
> From: Dorosky, Christopher G [mailto:christopher.g.dorosky++at++lmco.com]
> Sent: Tuesday, February 29, 2000 5:29 PM
> To: 'info-performer++at++sgi.com'
> Subject: light point process
>
>
> Pardon me if this is a vega only thing, I am assuming they are simply
> providing a wrapper to the performer stuff.....
>
>
> How does the light point process work?
>
> From what I can figure on the stats, it is synchronous. It
> also seems to
> take more time than the draw does without the LPP process.
> That is, when LPP
> is enabled, the draw drops to 1 or 2 ms, and the LPP is 30
> ms. Without LPP
> the draw is about 20 ms.
>
> In all cases there are light points in the scene.
>
>
> What is going on? Why does the draw drop so low? Measurements
> taken with
> vega stats (same as the pf ones)
>
>
> Chris
>
>
>
> Christopher Dorosky
> Senior Electronic Systems Engineer - Real Time Simulation
> Lockheed Martin Missiles and Fire Control - Dallas
> christopher.g.dorosky++at++lmco.com
> 972-603-2349
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