Melchior FRANZ wrote:

* Curtis L. Olson -- Tuesday 04 October 2005 22:02:

You've been granted CVS commit access so use your best judgement.

Yes. I don't usually touch such things, because I don't understand much
of this. I did it anyway, because:

- this change was already in cvs since a great while, and only had been
 reverted recently

- the commit log of the reverting patch didn't explain why this was reverted;
 it was part of a completely different change and looked like an accident

- I mentioned it in this message and got no reactions:
 http://mail.flightgear.org/pipermail/flightgear-devel/2005-October/039285.html
 not that this is necessarily an agreement, but together with the other
 two reasons I though it would be OK, and better than the whole, which
 I consider a show-stopper.



I'd just hate to have this slip through the cracks, and when someone tries to land on an object that is 50.01 meters tall or more, they are going to get a hole again. We could just remove that check and leave the near clip plane in close all the time, but then our terrain rendering will really stink for anyone with a 16bit depth buffer ...

Andy (via IRC) has also looked at the code and suggested that the whole
'if' case is probably not needed any more. I just tested it, and
indeed, with only

   scene_nearplane = groundlevel_nearplane->getDoubleValue();
   scene_farplane = 120000.0f;

the hole doesn't occur any more. I'll be doing some more tests.
But I won't touch that code again without explicit OK from an expert.  :-)

Just know that with the near plane set close in, there isn't enough depth buffer resolution on 16 bit cards to properly draw the terrain. If you look at mountains in the distance, you get lots of odd z-buffer fighting. This is on 16 bit cards.

If we don't care about 16 bit cards any more (that used to be our only option in the old voodoo-1/2/3 days) then we could remove that whole if statement.

For what it's worth, my laptop can only run FlightGear acceptably in 16 bit mode so I'm slightly worried about the ramifications of this change.

Ultimately we *really* need to fix the above ground level calculations. Somewhere since the last release, that got broke and it must get fixed. If that was fixed you wouldn't be seeing a hole in the carrier deck. (And the AGL computations in the rest of the sim would start working correctly again.)

Regards,

Curt.

--
Curtis Olson        http://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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