David Megginson writes: > 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).
And that's the worst case scenario for drawing things that are close together at a distance. Mipmapping also goes to h-e-double-hockey-sticks in those circumstances. Runways (and roads in a driving sim) are about the worst case scenario for every component of them you'd want to draw, and every way you can think of to draw them. 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 _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
