I know this has been mentioned before, but systems with lots of nebulae/skyblurs are horribly slow. Oolite reports a steady 8 fps here in the systems set up by Ionics, but it seems to be happening in bursts of a few frames at a time. Horrible.
Rendering the nebulae shouldn’t be such a big problem. I suspect it could be improved significantly by rolling all the nebulae into one display list with only one glBindTexture(). The same applies to stars, of course.
Nebula badness
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The sky is drawn as a single display list with two bind texture calls and two calls to draw first the stars then the nebulae (blobs) from vertex arrays. It's pretty optimal.
Pre-rendering the collections of blobs that make up the nebulae to individual textures would help, but I'm a conceptual leap or three away from compositing textures like that.
AFAICS the biggest drag on drawing is rendering the planet close to. I need to see how that can be improved.
Pre-rendering the collections of blobs that make up the nebulae to individual textures would help, but I'm a conceptual leap or three away from compositing textures like that.
AFAICS the biggest drag on drawing is rendering the planet close to. I need to see how that can be improved.