Re: genapts
Hamish <[email protected]> Wed, 3 Nov 2004 14:06:21 +1300
| Newsgroups | gmane.games.flightgear.terragear.devel |
|---|---|
| Message-ID | <[email protected]> |
> Secondly, would it be feasible to change the way fgfs handles distant > tiles? Throwing in fog so one just can't see in the distance isn't > very realistic (except in Los Angeles or on certain cloudy/foggy > days). It would seem that if a second set of very low resolution > tiles were available fgfs could load low resolution tiles from the > maximum viewing distance to some inner viewing radius (say 60km) and > then unload the lores tile and switch in the high resolution tile. > The low resolution tiles would essentially just provide the skyline so > only terrain and maybe a few lights would be needed. For those that > have slow video cards they could use just the low resolution tiles and > at least be able to try fgfs. At any rate, with suitable logic, fgfs > could always use high res if low isn't available and use the fog model > currently being used. I am reminded of talk a while back about variable bitrate stripping of Ogg data streams. The data is organized in such a way that you can subsample a block with little overhead if you wanted less information. For terrain maybe "max" and "min" and edge values of the furthest away cells would be needed? maybe this approach would work here, seem to remember reading it in Ogg Traffic, http://www.vorbis.com/ot/ ideas.. Hamish _______________________________________________ Terragear-devel mailing list [email protected] http://mail.flightgear.org/mailman/listinfo/terragear-devel 2f585eeea02e2c79d7b1d8c4963bae2d