Erik Hofman writes: > >I'm realy impressed by the effect of the code. The higher I get, the >higher the framerate! This makes me believe we could actually enlarge >the view range when getting at a higher altitude.
Cool glad it works for you but IMHO what is needed are "imposter tiles" "imposters" are where you use a 'texture only" substitute for the geometry that are computed on the fly 'often enough' This is 'radical' LOD but in our case the tiles out on the boundary are really just 'little slivers' and there is no need for anyting else. I would think that we could easily lump many tiles together into these impostors to form a 2 level ring of 'near' and 'far' "impostors" around our current scenery. This will of course work best for slow flying aircraft but I don't see any need for these "impostors" to need to be updated ie regenerated any more often then say once per tile change for the "near impostors" and once every 'several' tile changes for the 'far impostors''. This of course could be spread out over tile change period so the effect on the frame rate should be quite small < certainly less then the improvement the new hitlist gives >. Doing something like this would allow flying with an effective tile radius of at least an order of magnitude greater then what you can do now at almost the same fps :-) Cheers Norman _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel