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 portion of the rendering.

I'm with Curt.  Coming up with a single Z range for mountains and
gauges isn't likely to work well.  A better idea would be to
investigate glDepthRange() to isolate the two regimes (this trades ~1
bit in depth buffer precision and allows you two or more completely
separated clip plane sets).

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.

Or just eat the cost and clear the depth buffer between the scenery
and aircraft/cockpit.  On modern hardware, it's actually not that
expensive.

Andy

-- 
Andrew J. Ross                NextBus Information Systems
Senior Software Engineer      Emeryville, CA
[EMAIL PROTECTED]              http://www.nextbus.com
"Men go crazy in conflagrations.  They only get better one by one."
  - Sting (misquoted)


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