Hoyt A. Fleming writes: > There was a discussion quite a while back about decreasing the > terrain level of detail (LOD) as the terrain distance increased so > that frame rates could be increased. Do you know if that LOD > concept looked promising for FG?
Continuous LOD is probably a non-starter for us -- at least, the implementations I've read about assume a regular elevation grid with a simple texture mapped on top, and that doesn't describe the way we model scenery. If someone wants to try that, you'll probably want to write it from scratch and then we can try plumbing it into FlightGear. For static LOD, we could create multiple versions of each tile at different resolutions for different distances. In that case, as Curt has pointed out, the challenge is edge meshing. Let's say that we have four LOD versions for each tile, and that we have an algorithm that guarantees no more than a single-step resolution jump between tiles. Any given edge will still have to be able to mesh up with another tile of the same resolution, one higher, or one lower, so we'll have, probably, over a hundred versions of each tile. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
