--- Stuart Buchanan <[EMAIL PROTECTED]> schrieb: > --- Curtis Olson wrote: > > Here are a couple of thoughts for whatever they > are worth. > > > > 1. In the original implementation, the randomness > was seeded with some > > element from the triangle the objects. The way > the random object pattern > > was always fixed. This was critical for multi-PC > setups so that the exact > > same set of random objects appeared on each > display. This is pretty > > critical for higher end cockpit setups, otherwise > they start looking pretty > > silly when objects don't cross your monitor > boundaries as you fly. > > I've "fixed" this by using a hardcoded seed, so > everyone will see the same set of > random objects at the moment. > > > 3. One thing I didn't like so much about the > original implementation was > > that all the objects lived within a small radius > around your aircraft. This > > was especially apparent with forests. I don't > know if this is possible to > > fix, but I once had a 1/2 baked idea that seemed > hopeful at the time. > > > > What I would love to see is some sort of > statistical distribution where a > > few objects exist even at a far distance, and then > as you get closer and > > closer, more and more of the objects fill in. I > was thinking that this > > would be more natural looking and you wouldn't > notice the spotlight of trees > > following beneath you as much. > > Currently, there is a single LoD node for each > random object, which is referenced > multiple times within the tile. Creating a different > LoD node for each instance > of the object would probably have too much of a > performance hit. > > However, I've put together a workaround/hack that > gets us most of the way there > without costing us too much. For each object, we > create (say) 3 LoD nodes with > different LoD distances - 1x, 1.5x and 2x. By > randomly choosing between the > different LoD nodes when we generate the instances > (with a distribution favouring > the standard LoD value), we get a variety of LoDs. > I've had a play, and it looks > quite convincing, though as we currently don't have > trees, the effect is quite > subtle. > > I've uploaded a new patch which includes this > feature, along with some changes > that Andy and Csaba suggested on IRC to > > http://www.nanjika.co.uk/flightgear/random.tar.gz. > > -Stuart > Hi,
Nice to hear, though I'm generally not a fan of this AutoGen-thing: for me it looks funny when objects in sight suddenly appear and disapear... I'm more a fan of Sebastian Bechthold's idea... But this means one step ahead to the first FGFS-OSG-Release! Question: is there any plans to add the "imposter"-technologie by OSG? It could improve that AutoGen a lot. Regards HHS still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html Machen Sie Yahoo! zu Ihrer Startseite. Los geht's: http://de.yahoo.com/set ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel