Geoff Reidy writes: > > Norman Vine wrote: > > For those that want to fly under the bridges > > > > /// scenery.cxx > > > > Hey I like it, once I figured out the change only involves uncommenting > a line in tilemgr.cxx. > Only catch is I can't fly between buildings anymore. > Or have I missed something?
May be your wingspan ?? < just kidding :-) > Actually I did manage to fly between the buildings in downtown San Francisco at least once and did manage to crash when trying to fly thru one. To be honest I haven't kept up with all the recent scenery addins WRT how they are spliced into the scenery, and this will make a *big* difference in how the HOT mechanism works. It's a little tricky but should be understandable to anyone taking the time to trace through the logic < hitlist.cxx> What this patch does is to determine the HOT starting at the current tiles branch node instead of the 'root' scenery node, and won't look at other nodes *if* a terrain intersection is found, whereas the 'official' method starts at the 'root' and considers all intersections with all objects in the tree When and if true Collision detection is implemented a similar mechanism can be used for 'collision' with objects that are not in the Terrain branch and I think that then one could taxi ontop of the bridge. Implemeting something like this is certainly doable but I don't currently have the time or the itch and would require a fair *bit* of work as some 'core' code would have tobe restructured If anyone is interested in pursuing this further I would suggest they start by studying the hitlist code and not atttempting a rewrite until they can substiute an alternative algorithm < the current one is not the only one FGFS has used > as this is 'touchy code' to say the least, and this kind of experimenting should 'expose' the 'issues' well Note I spent a *lot* of time tuning the hitlist code and am very interested in any alternative methods that anyone comes up with. also note that HOT is a required 'core' feature that has consequence through out the entire SIM so it is worth getting 'right', and IMO we are only about 98% there Cheers Norman _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
