David Megginson wrote:
> Norman Vine writes:
> 
>  > but IMHO what is needed are "imposter tiles"
>  > 
>  > "imposters" are where you use a 'texture only" substitute
>  > for the geometry that are computed on the fly 'often enough'
>  > This is 'radical' LOD but in our case the tiles out on the 
>  > boundary are really just 'little slivers' and there is no need for 
>  > anyting else.  I would think that we could easily lump many
>  > tiles together into these impostors to form a 2 level ring of
>  > 'near' and 'far' "impostors" around our current scenery. 

I have no clear view on the impact of this, but it sure looks like an 
interresting idea. It bascally redices CLOD to 'split' LOD.

> 
> Yes, I think that's a very good idea; in fact, if you wanted to go to
> three layers, the furthest one could be simply untextured, coloured
> polys (that's what you'd see from 120,000ft, for example).  For each
> tile, we need to sample to find the commonest material and then use it
> for the texture (and/or colour) at load-time.

I was thinking about mixing the most common used color and the avarage 
color. I haven't tested this but looks like a good start. I realy should 
  try it some time.

Erik



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