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Disable SSAO on the update reflections pass (1 viewing) (1) Guest
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TOPIC: Disable SSAO on the update reflections pass
#545
Disable SSAO on the update reflections pass 8 Years ago  
This just disables SSAO on the update reflections pass. Often the only reflective surface in a level is water, in which case it isn't really necessary to apply SSAO in the update reflections pass just for the water reflection:

This is for the TGEA 1.8.1 version.

In renderDepthMgr.cpp at start of addElement, check for reflection pass:

Code:

RenderBinManager::AddInstResult RenderDepthMgr::addElement( RenderInst *inst )
{
   if (gClientSceneGraph->isReflectPass())
      return RenderBinManager::arSkipped;




In renderDepthMgr.cpp at start of render, check for reflection pass:

Code:

void RenderDepthMgr::render(SceneState * state)
{
   if (gClientSceneGraph->isReflectPass())
      return;




In renderSSAOMgr.cpp, line 128, add check for reflection pass

Code:


    //are we disabled?
    if(!mEnabled || !mPrefEnabled || !mSky || mSky->getSSAOParamContrast() == 0 
        || gClientSceneGraph->isReflectPass())
    {




This should help the frame rate a bit without changing scene quality.
 
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#546
lornem ()
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Gender: Male lorneswork.com Location: Vancouver
Re:Disable SSAO on the update reflections pass 8 Years ago  
Nice performance tweak! Thanks for posting this Adrian.

Lorne
 
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