Re: [Flightgear-devel] Terrain model holes

2004-03-23 Thread Martin Dressler
On Mon 22. March 2004 19:37, you wrote: Hi all, So I am asking for a way, or technique so as when rendering an object after another, to avoid rendering the part of the object that is vertically (same x,z coords) covered by the previous object, so as to avoid mixing them. Here

Re: [Flightgear-devel] Terrain model holes

2004-03-23 Thread Martin Spott
Martin Dressler wrote: On Mon 22. March 2004 19:37, you wrote: So I am asking for a way, or technique so as when rendering an object after another, to avoid rendering the part of the object that is vertically (same x,z coords) covered by the previous object, so as to avoid mixing them. Here

Re: [Flightgear-devel] Terrain model holes

2004-03-23 Thread Athanasios Mantes
Martin Spott wrote: Martin Dressler wrote: On Mon 22. March 2004 19:37, you wrote: So I am asking for a way, or technique so as when rendering an object after another, to avoid rendering the part of the object that is vertically (same x,z coords) covered by the previous object, so as

RE: [Flightgear-devel] Terrain model holes

2004-03-23 Thread Norman Vine
Athanasios Mantes writes: Martin Spott wrote: Martin Dressler wrote: So I am asking for a way, or technique so as when rendering an object after another, to avoid rendering the part of the object that is vertically (same x,z coords) covered by the previous object, so as to avoid

Re: [Flightgear-devel] Terrain model holes

2004-03-23 Thread Curtis L. Olson
Norman Vine wrote: Athanasios Mantes writes: Martin Spott wrote: Martin Dressler wrote: So I am asking for a way, or technique so as when rendering an object after another, to avoid rendering the part of the object that is vertically (same x,z coords) covered by the previous

Re: [Flightgear-devel] Terrain model holes

2004-03-23 Thread [EMAIL PROTECTED]
On Tuesday 23 March 2004 20:24, Curtis L. Olson wrote: We triangulate the resulting set of points to produce the surface we render. At the moment we produce and draw only a single level of detail for the entire world. This was a design choice that made a lot of sense at the time we made it,

Re: [Flightgear-devel] Terrain model holes

2004-03-23 Thread Andy Ross
Oliver C. wrote: Just a question: What kind of reasons were that? Simplicity. Stability. CPU usage. Rendering performance. Ease of development and maintenance. Robustness in the face of non-heightmap geometry features (roads, airport cutouts). Texture memory usage (LOD algorithms tend to

Re: [Flightgear-devel] Terrain model holes

2004-03-23 Thread Curtis L. Olson
[EMAIL PROTECTED] wrote: On Tuesday 23 March 2004 20:24, Curtis L. Olson wrote: We triangulate the resulting set of points to produce the surface we render. At the moment we produce and draw only a single level of detail for the entire world. This was a design choice that made a lot of sense

Re: [Flightgear-devel] Terrain model holes

2004-03-23 Thread Curtis L. Olson
Andy Ross wrote: Oliver C. wrote: Just a question: What kind of reasons were that? Simplicity. Stability. CPU usage. Rendering performance. Ease of development and maintenance. Robustness in the face of non-heightmap geometry features (roads, airport cutouts). Texture memory usage

Re: [Flightgear-devel] Terrain model holes

2004-03-23 Thread Arnt Karlsen
On Mon, 22 Mar 2004 20:37:52 +0200, Athanasios Mantes [EMAIL PROTECTED] wrote in message [EMAIL PROTECTED]: Hi all, I'm an OpenGL developer, currently developing a small terrain model renderer. I'm sending this message to this list, because I think that developers of FlightGera hav come