On 28 Sep 2011, at 21:14, Curtis Olson wrote: > I suppose it would make sense to grep through the code, but as far as I know, > the primary uses of the visibility value is to properly set the OpenGL fog > parameters and determine how many rings of tiles to load centered on the > current location.
>From a software engineering perspective, it would be great to have a >centralised, explicit place where visibility is managed, and especially the >purpose of visibility - since what's needed for scenery loading vs 'fog' >(atmosphere effects) vs weather loading vs AI / multiplayer ranges may not all >agree, but most of those things currently look at the global visibility >property and make some guesses, or apply some heuristics based on that number. Unfortunately, going through the code to find out what will break, is an ugly job - as you have probably realised. In the short term, I think most systems need a 'how far away do I conceivably need to load / simulate items' metric - not necessarily in meters - but really that should be dependent on the observer position of course. Hopefully ThorstenB will have some comments, since he's the person who most recently touched the tile-loading code, which is by far the most sensitive thing (in terms of system performance) for how we compute visibility. James ------------------------------------------------------------------------------ All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity and more. Splunk takes this data and makes sense of it. Business sense. IT sense. Common sense. http://p.sf.net/sfu/splunk-d2dcopy1 _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel