David Megginson writes:
> This is a great idea, but it will make the memory problem even worse,
> at least until I have a chance to implement the suggestion in my last
> posting.
> 
>  > I moved the code that creates the object LOD node over to obj.cxx
>  > where the object is actually positioned.  Now every instance of every
>  > 'random' object has it's own unique LOD node.  The LOD range is
>  > calculated as range/(random(0,1)*range) + range.
>  > 
>  > So if the specified object range was 2000m you would get a
>  > distribution that follows the form of 1/x.  The minimum range would be
>  > 2000m, but a few would be much higher than that.
> 
> That sounds like an excellent idea.

I tweaked the random distribution a bit, but feel free to play with the
formula and coefficients.

>  > The visual result is that you'd get a few objects way out in the
>  > distance and then others would fill in between more and more as you
>  > got closer in.  It looks very similar to what you had originally but
>  > with a bit more variety and a few interesting objects in the distance,
>  > and there isn't a 'hard line' where all the objects pop in.  You still
>  > see popping but it is maybe a slight fraction less noticable.
>  > 
>  > I think this change makes the random objects look really good.  Do you
>  > mind if I commit them (you can always back them out if you don't like
>  > them, or think of a better way do do this.)
> 
> Sure, you can either commit it now, before I start working on the
> memory problem, or wait a day or two (or more) for my restructuring.

Ok, before I forget all about the changes, I have committed them.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program       FlightGear Project
Twin Cities    [EMAIL PROTECTED]                  [EMAIL PROTECTED]
Minnesota      http://www.menet.umn.edu/~curt   http://www.flightgear.org

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