Hi Guys! I found here http://cg.cs.uni-bonn.de/docs/publications/2004/wahl-2004-scalable.pdf a lot of information about LOD Here is a citation:
Repairing Cracks In case the LOD of two neighboring tiles differ, it is not sufficient to simply render the geometry. Even though the geometric errors between the tiles would fall below the pixel projection threshold, small cracks may become visible due to discretization in the rasterizer stage. But since the cracks are under screen space error control, there is no need to avoid them, they only need to be filled with the correct color. This is achieved by attaching a triangle strip along the border that reaches down the equivalent of one pixel. In this way, the holes are shaded consistently with the borders. What do you think about this? When I created aerial perspective scattering for flightgear I found that you have to visualize huge amount of data and 16 km range ( defalut for flightgear) give me huge errors in lightning computations if we have clean air ( no haze) we have to get 65 km or more visual range. in this situation LODs helps us a lot. And I propose to use normal maps (like in clouds) to give details for flat distant terrain. What do you think about it? Thanx in advance Roman _______________________________________________ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d