Frederic Bouvier said:

> Curtis L. Olson wrote:
> 
> > Frederic Bouvier wrote:
> > 
> > >I am leaning to a 4 level quality choice :
> > >
> > > 0 - actual state : clouds are making holes in mountains when seen from
> > >below,
> > >     translucent surfaces are making hole in clouds underneath.
> > >
> > > 1 - clouds are blended with mountains
> > >
> > > 2 - translucent aircraft surfaces are blended with clouds but with
> > >     problem with underlying 3d static objects ( clouds between the
> > >propeller
> > >     disc and 3d objects are not seen )
> > >
> > > 3 - total correctness
> > >
> > >Perhaps 2 and 3 can be collapsed with no extra cost. There is already a
> > >property to enable or disable the extra work. I will add quality on
> > >rendering soon.
> > >  
> > >
> > 
> > Fred,
> > 
> > At one point, clouds were drawn "back to front" with respect to 
> > altitude.  This should avoid transparancy issues, except for things like 
> > trees, prop disks, and canopies that may get drawn earlier.  Perhaps 
> > subsequent work on clouds caused this drawing order to be lost, but if 
> > we draw the clouds back to front based on altitude, it should reduce 
> > most or all of the issues you are working on without needing any sort of 
> > extra multi-pass effort.
> 
> This simple scheme ( "back to front" ) works well with flat ground. It 
> begins to be tougher when things are going to interleave themselves.
> What is back to front when you have a plane between cloud layers and the
> viewer in that plane, a cloud layer in a valley, several static 
> objects with translucent faces ( like the bridges or any metallic 
> structure ) ?
> 
> If we draw all clouds before the terrain and objects, depending 
> on the fact that we enable depth test or not, we will have clipped 
> mountains or no clouds blended with them.
> 
> If we draw all clouds after the terrain and objects, we must use depth 
> test and then we have holes for canopy, trees or bridges ( without 
> alpha test, with it it's better but not perfect for half transparencies )
> 
> At the moment, I think we have the best overall result without extra 
> pass : we draw clouds above the viewer before the scene and clouds 
> below after. With extra passes, we can clear issues in their order 
> of annoyance, and it would be configurable to cope with the variety 
> of setup encountered in our user base.
> 
> The main programming effort is done. I want to review the screenshot 
> rendering before releasing a patch.
> BTW: do we respect a freeze period in case some annoying problem 
> show up and need a 0.9.4a release ?
> 

We first ran into this problem with the old back to front scheme when David
did the first trees.  But I'm wondering now why the prop disks are a problem.
 Shouldn't the aircraft model be on the bottom of the stack anyway?  Generally
there's nothing between it and the camera.

Best,

Jim


_______________________________________________
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel

Reply via email to