David,
This is going to mess up rendering of distant mountains for people
with voodoo cards (i.e. 16 bit buffers).
Depth buffer precision is *very* sensitive to the near clip plane
distance:
http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html
I'm really nervous about forcing this
On 5 Mar 2002, at 8:40, Curtis L. Olson wrote:
David,
This is going to mess up rendering of distant mountains for people
with voodoo cards (i.e. 16 bit buffers).
And not just 16 bit cards - I get flashing polygons in the sky with
two different 32 bit cards at 0.5, progressively cured by
Alex Perry writes:
and for the latter you're in ground haze in any case.
You Californians speak for yourselves!
:-)
Cheers - Dave
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Curtis L. Olson wrote:
I'm really nervous about forcing this down to 0.1 for all cases. This
will mess things up for people with voodoo cards.
Can we change this back?
Perhaps we need to do a separate pass for rendering the 3d model and
change the near clip plane just for that
Curt wrote:
Perhaps we need to do a separate pass for rendering the 3d model and
change the near clip plane just for that portion of the rendering.
Yes. That should be easy to do. BoB does it as well, they even have 3
or 4 different parts of the geometry that they render with 3 or 4
Andy Ross writes:
Or just turn the depth buffer off for the cockpit and sort the
geometry; for most cockpit layouts, this should be pretty feasible.
It won't work if the cockpit has moving parts (yokes or whatnot) that
obscure other pieces.
I don't think this is an easy option, at least
David Megginson [EMAIL PROTECTED] said:
I don't think this is an easy option, at least not with a true 3D
model wrapped around the viewer. We'll have to find a more robust
solution. To start, I can make the depth buffer 0.1 only when the
interior model view is enabled, so no one loses
Curtis L. Olson [EMAIL PROTECTED] said:
David,
Assuming all of this is being drawn via plib/ssg then you could put
all the geometry in a separate ssgRoot node and call ssgCullandDraw()
on this root after everything else has been rendered. We have a
couple ssgRoot's already so we can
Jim Wilson wrote:
Ummm...why not clear the z-buffer and use a seperate scene graph?
Note that there are *lots* of people using pre-geforce generation
hardware. Probably more than not.
Actually, it's those folks who are at risk. Clearing the whole z
buffer soaks up big chunks of
Jim Wilson writes:
Ummm...why not clear the z-buffer and use a seperate scene graph? Note that
there are *lots* of people using pre-geforce generation hardware. Probably
more than not.
Time -- I don't know if I'll have time to figure all that out this
week.
All the best,
David
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