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
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
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
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
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
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,
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
[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
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
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
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