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 _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel