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

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