There are many issues and tradeoffs with mesh simplification. There are
many algorithms and approaches, each with their own unique strengths and
weaknesses. Challenges include finding a strategy to hide the cracks
between adjacent tiles draw with different levels of details (and
possibly
On Sunday, December 16, 2012 23:11:44 Mathias Fröhlich wrote:
Hi,
Hi all,
I have added my new code for far-tiles in a merge request for flightgear and
simgear. You can now test the code, and also check whether texture resizing is
necessary for materials which are not inside the near tiles
Hi Adrian,
On Sun, Dec 16, 2012 at 4:32 AM, Adrian Musceac wrote:
I am presenting an experimental (WIP) method to reduce memory consumption by
scenery with 30%, while increasing the visibility distance 4 times.
This method relies on some kind of LOD system, without mesh simplification.
People
On Sunday, December 16, 2012 12:35:20 Stuart Buchanan wrote:
Hi Adrian,
On Sun, Dec 16, 2012 at 4:32 AM, Adrian Musceac wrote:
I am presenting an experimental (WIP) method to reduce memory consumption
by scenery with 30%, while increasing the visibility distance 4 times.
This method
Hi Adrian,
The same idea is behind the osg lod based whole world model.
Where do you store the elevation data?
Greetings
Mathias
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There are many issues and tradeoffs with mesh simplification. There are
many algorithms and approaches, each with their own unique strengths and
weaknesses. Challenges include finding a strategy to hide the cracks
between adjacent tiles draw with different levels of details (and possibly
more or
On Sunday, December 16, 2012 18:39:47 Mathias Fröhlich wrote:
Hi Adrian,
The same idea is behind the osg lod based whole world model.
Where do you store the elevation data?
Greetings
Mathias
Hi Mathias,
It's actually nothing really special about it, I'm just modifying a little the
Hi,
On Sunday, December 16, 2012 20:24:48 Adrian Musceac wrote:
It's actually nothing really special about it, I'm just modifying a little
the tile manager to define inner tiles and outer tiles. The elevation
data is inside the same old BTG files, which are actually lists of polygons
making
On Sun, Dec 16, 2012 at 11:44 AM, Adrian Musceac wrote:
It' basically very simple. Far tiles no longer compute anything other than
it's own geometry, and also use a very low resolution texture set, obtained by
running a batch resize on the regular texture set.
OK. So you don't load anything
On 16 Dec 2012, at 19:18, Stuart Buchanan wrote:
I'm surprised there's any benefit to using a very low resolution texture set.
Surely the normal textures are already loaded by OSG and it's cheaper
just to refer
to those rather than loading some more textures? Or are we not
sharing our
On Sunday, December 16, 2012 21:37:37 James Turner wrote:
On 16 Dec 2012, at 19:18, Stuart Buchanan wrote:
I'm surprised there's any benefit to using a very low resolution texture
set. Surely the normal textures are already loaded by OSG and it's
cheaper just to refer
to those rather than
On Sunday, December 16, 2012 19:37:37 James Turner wrote:
On 16 Dec 2012, at 19:18, Stuart Buchanan wrote:
I'm surprised there's any benefit to using a very low resolution texture
set. Surely the normal textures are already loaded by OSG and it's
cheaper just to refer
to those rather than
On Sunday, December 16, 2012 21:18:10 Stuart Buchanan wrote:
On Sun, Dec 16, 2012 at 11:44 AM, Adrian Musceac wrote:
It' basically very simple. Far tiles no longer compute anything other
than it's own geometry, and also use a very low resolution texture set,
obtained by running a batch
Hi,
On Sunday, December 16, 2012 22:02:15 Adrian Musceac wrote:
I am aware there are better systems out there, I'm just doing what I can
within the restrictions of the BTG format. I'd be more than happy to have a
real terrain LOD, but right now that means lots of changes in Terragear and
On Sunday, December 16, 2012 22:38:41 Mathias Fröhlich wrote:
Hi,
On Sunday, December 16, 2012 22:02:15 Adrian Musceac wrote:
I am aware there are better systems out there, I'm just doing what I can
within the restrictions of the BTG format. I'd be more than happy to have
a real terrain
Hi,
On Sunday, December 16, 2012 22:32:48 Adrian Musceac wrote:
My main interest with terrain was a) having longer distances available, and
b) having separate traversal masks only for surface. All for use in my
infamous now radio code. This lead to what I have now, an improvement in
memory
On Sunday, December 16, 2012 23:11:44 Mathias Fröhlich wrote:
Hi Mathias,
Ok, for that, I can see a lot of solutions.
Having one that is may be close:
Use the BVH tree that is used in fgelev or fgai. The fgelev one is
parametrized like you probably need today. There is one hacky switch in
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