Title: Message
Hi to you all,
 
Im thinking of writing something with Java & Java3D, so Im testing out its capabilities (textures, offscreen rendering, perlin noise, fp speed, new io, mouse handlers, stability, quaterion math etc..)
 
I've noticed that the 16bit z-buffer can be a bit of an issue, needing a front/back clip ratio of 1/1000, so, I've attempted to create a second view (only works on 1.3.1 beta) attached to the same viewplatform, that has its front clip set to the primary views back clip, and renders to an offscreen secondary buffer, every 100 frames or so (those mountains in the background don't really change a lot).  I've also created a inverse normal sphere with a radius just inside the backclip to paint the background on (ok, who inverted the texturemaps in 1.3.1 beta?)
 
I first tried having a viewing angle of 2pi in my secondary view, to give the complete sphere, but it doesn't like that, so I set the secondary field of view back to the same as the first.  However, this still seems to severly load the processor, instead of being balanced with the primary view renderer.  Is there anyway to balance the two threads?
 
Incase there isnt, doing it all in half-res doesn't seem very attractive either, so I'm thinking instead of shrinking the field of view to 1/4th of the primary and rendering small squares of the background, 1 per frame - giving priority to the ones in front, but doing a few to each side incase of direction changes, and infrequently behind.
 
Any comments on my crazy scheme for prioritising the rendering of nearby objects?  I was wondering what the impact on video memory would be - all those extra triangles - but no large textures.
 
Dave
 
[EMAIL PROTECTED]
 
 
 
 

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