> The impact of using point stars was not very important but there was
> one on small devices like the Nokia N900.

I'd like to refactor with a minimal set of features first, and only then look
into that. Any such slowdown might be caused by 2 triangles being drawn
on the GPU instead of a point sprite, but just as likely might be caused
by the code that generates the triangles, which could be optimizable,
or a part of it could be moved onto the GPU. Either way, I'd like to
consult a profiler before doing any of that.

Also, if only mobile devices are affected, it might be possible to make
any needed optimizations for the GLES backend, if that will make sense.



>
> If understand well, you plan to replace the useShader boolean by a
> mechanism of inheritance. Although this is fine for generic rendering
> operations currently in StelPainter, I am a bit wondering what you
> plan to do with the shader code which in some case is very specialized
> (like rendering stars). Do you also plan to move it in a generic class
> like StelQGL2Renderer and an equivalent method using GL1 in
> StelQGL2Renderer?
>
> If you do that the StelXRenderer classes will end up containing a
> bunch of unrelated rendering routines like rendering of stars,
> atmosphere etc.. which more naturally fit into the dedicated
> StelSkyDrawer and StelAtmosphere classes. I know it's a bit a pain but
> I think it's cleaner to keep those in their respective files.
>
>

I definitely don't plan to move that into Renderer implementations.

Initially, I'd like to keep most of that code outside Renderer but move its
GL-related parts into Renderer, which would require Renderer interface to
be flexible enough to handle it.
If that doesn't work, it can be implemented in classes _used_ by Renderer
that would have their own implementations for each Renderer backend.

Renderer also might end up having specialized functions for very
specific drawing
tasks if that is unavoidable, but I'd like to keep as much of that
code as possible
outside, and whatever must be done inside would be done in separate classes
used by Renderer. I don't want 2000-line classes.

Basically, I'd like to create a clean separation between
Graphics classes here - Main Stellarium code here.

(i.e. StelGL2SkyDrawer, etc.).

I'm not yet sure which way I'll do it. That's why I'm experimenting with it,
to get a better idea (I still don't have a complete idea about
Stellarium codebase).

FM

------------------------------------------------------------------------------
Live Security Virtual Conference
Exclusive live event will cover all the ways today's security and 
threat landscape has changed and how IT managers can respond. Discussions 
will include endpoint security, mobile security and the latest in malware 
threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
_______________________________________________
Stellarium-pubdevel mailing list
Stellarium-pubdevel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel

Reply via email to