Andy Ross wrote:
Wolfram Kuss wrote:
Andy Ross wrote:
You could also experiment with turning off backface culling instead
of rendering two quads for each direction. In principle, it should
be faster. In practice, it's probably a good way to detect driver
bugs. :)
The speed
http://www.megginson.com/flightsim/tree.png
[...]
2. While other scenery shows through the alpha parts of the texture,
the sky often doesn't, as you can see in the above screenshot (note
how you can see the grass and river near the bottom of the trunk, but
not the sky near the
Andy wrote:
Also, that's an awfully small texture. While it's good to not waste
space, this thing is tiny -- one eighth the size of a single panel
instrument's face. IMHO, it would look much better at 128x256 or so,
with no measurable loss of performance.
I agree. Some modders I know use one
Jim wrote:
I've been thinking about that: how about not at the top, but halfway?
Essentially, you'd have the XY, YZ, and XZ planes, one unit wide, all
intersecting at the origin. Is that clear?
Yes. You want to make the horizontal polygon at the largest extension
of the leaf canopy. This
Wolfram Kuss wrote:
Andy Ross wrote:
You could also experiment with turning off backface culling instead
of rendering two quads for each direction. In principle, it should
be faster. In practice, it's probably a good way to detect driver
bugs. :)
The speed difference will be very,
Andy Ross
Wolfram Kuss wrote:
Andy Ross wrote:
You could also experiment with turning off backface culling instead
of rendering two quads for each direction. In principle, it should
be faster. In practice, it's probably a good way to detect driver
bugs. :)
The speed difference will
Or draw the trees as step four?
But, how do I know where I can draw a tree?
Marcio Shimoda
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Would small dense green clouds work?
Jon Berndt wrote:
Jon Berndt writes:
can you use a sphere?
That's a lot of triangles for each tree.
Oh, blast it! That's right. OGL has no real sphere.
Jon
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Marcio Shimoda writes:
What function draws the sky and the tile?
The sky is drawn in SimGear -- see simgear/sky/dome.cxx. It's not
integrated with the SSG graph, and that may or may not be part of the
problem.
All the best,
David
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David Megginson, [EMAIL PROTECTED],
Marcio Shimoda writes:
What function draws the sky and the tile?
The code to draw the sky is in simgear.
Curt.
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David Megginson writes:
Marcio Shimoda writes:
What function draws the sky and the tile?
The sky is drawn in SimGear -- see simgear/sky/dome.cxx. It's not
integrated with the SSG graph, and that may or may not be part of the
problem.
The scene drawing is split into several phases:
David Megginson [EMAIL PROTECTED] said:
Curtis L. Olson writes:
Step 1: the sky dome, the sun, moon, stars, planets. This forms the
back drop. Everything else is drawn in front of these sky items.
Step 2: draw the terrain. This needs to go in front of sky back drop
so it is
Jim Wilson writes:
David Megginson [EMAIL PROTECTED] said:
Curtis L. Olson writes:
Step 1: the sky dome, the sun, moon, stars, planets. This forms the
back drop. Everything else is drawn in front of these sky items.
Step 2: draw the terrain. This needs to go in front
Jim Wilson [EMAIL PROTECTED] said:
Or draw the trees as step four?
Nope that won't work...uggh.
Best,
Jim
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David Megginson [EMAIL PROTECTED] said:
What about overhead? Should I plop one more rectangle on the top?
You don't usually look straight down from a plane, but it will happen
during aerobatics.
Hmmm...it'd be hard to make that not look weird from some angle.
Best,
Jim
Jon Berndt writes:
can you use a sphere?
That's a lot of triangles for each tree.
Oh, blast it! That's right. OGL has no real sphere.
Jon
smime.p7s
Description: application/pkcs7-signature
Jim Wilson writes:
That might work...was even thinking about at the bottom so you'd
only really see it from above.
That might actually be the best idea, but it will make placement very
sensitive (I usually sink models slightly into the ground to avoid
gaps).
All the best,
David
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