Sure - would you like a guess where my shader code largely comes from? :-)
But there are limits:
I asked before doing any work if the existing system can be used to get me
a cloud to a predefined location - Stuart's answer was a clear 'no', and
since I wanted to have precisely that capability, I
Interesting... I guess it depends on numbers - if you have a detailed
airport with 1500 different buildings, cars, aircraft, crates, lampposts,
fences,... then you should have the same problem - and I guss the same
solution, i.e. a sloppy range check which only probes every n frames
should
On Sun, Sep 5, 2010 at 7:01 AM, wrote:
I've recently come across some interesting phenomenon with regard to the
range animation.
Hi Thorsten,
One very generic comment about scene graphs is that typically, range
animations (and scene culling in general) works best if you arrange your
scene
Hi Curt,
Are you placing your range animation node above each tile or
above each object in each tile?
One has to work with the tools available - or write one's owns... with
range animation I literally mean the xml-tag in the wrapper of a model:
animation
typerange/type
min-m0/min-m
On Sun, Sep 5, 2010 at 6:01 PM, thorsten.i.r...@jyu.fi wrote:
Hi Curt,
Are you placing your range animation node above each tile or
above each object in each tile?
One has to work with the tools available - or write one's owns... with
range animation I literally mean the xml-tag in the
thorsten.i.r...@jyu.fi wrote:
One has to work with the tools available - or write one's owns... with
range animation I literally mean the xml-tag in the wrapper of a model:
animation
typerange/type
min-m0/min-m
max-m31000/max-m
/animation
This reminds me that people found similar
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