David Megginson <[EMAIL PROTECTED]> said:

> Jim Wilson writes:
> 
>  > Finally, I did look at the code closer.  Took all of 1 minute to
>  > figure out what was going on :-).  Maybe something similar can be
>  > done with the distance...which could make sense and avoid adding a
>  > few extra steps.  Also, knowing what is happening, I now have no
>  > problem finding an aircraft position that shows the lights being
>  > screwy.  When I get a build on the Voodoo machine I'll see what I
>  > get, and play around with some ideas on that and the gforce2 before
>  > making any more half baked suggestions.
> 
> The biggest problem comes when something is far away but at a low
> angle (i.e. the lights at the other end of the runway).

The distant lights seem about right on my display.  Is this looking bad on the 
16bit cards?  What is the problem?  Are you seeing z-fighting or do they look
strangely positioned?

The problem I'm seeing is the lights suddenly elevate at the tile boundry down
the other end of 28R at KSFO.  Up to what appears to be the 2m or so you
mentioned earlier.  It seems that perhaps this is may be some sort of tile
boundry bug...it needs to be looked into it a bit further.

Best,

Jim


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