David Megginson wrote:
Hoyt A. Fleming writes:

 > There was a discussion quite a while back about decreasing the
 > terrain level of detail (LOD) as the terrain distance increased so
 > that frame rates could be increased.  Do you know if that LOD
 > concept looked promising for FG?

Continuous LOD is probably a non-starter for us -- at least, the
implementations I've read about assume a regular elevation grid with a
simple texture mapped on top, and that doesn't describe the way we
model scenery.  If someone wants to try that, you'll probably want to
write it from scratch and then we can try plumbing it into FlightGear.

For static LOD, we could create multiple versions of each tile at
different resolutions for different distances.  In that case, as Curt
has pointed out, the challenge is edge meshing.  Let's say that we
have four LOD versions for each tile, and that we have an algorithm
that guarantees no more than a single-step resolution jump between
tiles.  Any given edge will still have to be able to mesh up with
another tile of the same resolution, one higher, or one lower, so
we'll have, probably, over a hundred versions of each tile.


All the best,


David

Check out
http://www.graphitx.com/demos/RecursMesh.zip
on graphitx.com for a neat LOD demo
(sorry, directx only...)


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