Re: [Flightgear-devel] Near Clipping in the virtual cockpit: please help!!

2011-02-12 Thread Paul Guhl
Curtis,

I know, it's a problem solved in FG many years ago :). I know it arises 
in all simulations and has to be solved in some way. Falcon4 for example 
apears to be scaling the cockpit model 10x of original size (from what i 
have seen in the code).

Thanks for advice, i will check it! It was also my idea to feature 
ordered renderinging and switching z-depth depending on the stage, now i 
have to discover how :D

Thanks!

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Re: [Flightgear-devel] Near Clipping in the virtual cockpit: please help!!

2011-02-12 Thread Frederic Bouvier
This issue has already been addressed in the current implementation.
Tim used a slave camera to draw the near geometry while the main camera
draws the far geometry. Look in CameraGroup.cxx and in 
/sim/rendering/camera-group/znear properties. 

There is one camera that draws between 
/sim/rendering/camera-group/znear (0.1 by default) and
/sim/rendering/camera-group/near-field (100 by default) and the other
between /sim/rendering/camera-group/near-field and 
/sim/rendering/camera-group/znearzfar (12 by default)

Regards,
-Fred


- Paul Guhl a écrit :

 Curtis,
 
 I know, it's a problem solved in FG many years ago :). I know it
 arises 
 in all simulations and has to be solved in some way. Falcon4 for
 example 
 apears to be scaling the cockpit model 10x of original size (from what
 i 
 have seen in the code).
 
 Thanks for advice, i will check it! It was also my idea to feature 
 ordered renderinging and switching z-depth depending on the stage, now
 i 
 have to discover how :D
 
 Thanks!
 
 --
 The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio
 XE:
 Pinpoint memory and threading errors before they happen.
 Find and fix more than 250 security defects in the development cycle.
 Locate bottlenecks in serial and parallel code that limit
 performance.
 http://p.sf.net/sfu/intel-dev2devfeb
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 Flightgear-devel@lists.sourceforge.net
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-- 
Frédéric Bouvier
http://www.youtube.com/user/fgfred64   Videos


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Re: [Flightgear-devel] Near Clipping in the virtual cockpit: please help!!

2011-02-10 Thread Curtis Olson
Hi Paul,

Here is an interesting link that explains the core of the problem.

http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html

It's been a while, but one technique for dealing with this is to clear the
zbuffer and reset the near plane location when drawing different portions of
the scene.  This can work well if you can divide up your scene into stuff
that is further away (like terrain) and stuff that is closer (like the
cockpit) and then carefully pick the order you draw the different portions
of your scene graph.

Regards,

Curt.


On Thu, Feb 10, 2011 at 1:04 AM, Paul Guhl ad...@simtechnologies.de wrote:

 Hello!

 I have unsolved problem driving me nuts for weeks now. In my opengl
 application the terrain presentation is flickering very frequently
 (either as whole our 1/3 of all polygons). The problem disappears as
 soon as i increase the near clipping value. The problem root is the z
 buffer precision, but greater near clipping in turn truncates much of
 the virtual cockpit display. How did you solve the clipping problem in
 flight gear???

 Thanks in advance
 Paul


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 The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE:
 Pinpoint memory and threading errors before they happen.
 Find and fix more than 250 security defects in the development cycle.
 Locate bottlenecks in serial and parallel code that limit performance.
 http://p.sf.net/sfu/intel-dev2devfeb
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-- 
Curtis Olson:
http://www.atiak.com - http://aem.umn.edu/~uav/
http://www.flightgear.org -
http://www.flightgear.org/blogs/category/curt/http://www.flightgear.org/blogs/category/personal/curt/
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Pinpoint memory and threading errors before they happen.
Find and fix more than 250 security defects in the development cycle.
Locate bottlenecks in serial and parallel code that limit performance.
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[Flightgear-devel] Near Clipping in the virtual cockpit: please help!!

2011-02-09 Thread Paul Guhl
Hello!

I have unsolved problem driving me nuts for weeks now. In my opengl 
application the terrain presentation is flickering very frequently 
(either as whole our 1/3 of all polygons). The problem disappears as 
soon as i increase the near clipping value. The problem root is the z 
buffer precision, but greater near clipping in turn truncates much of 
the virtual cockpit display. How did you solve the clipping problem in 
flight gear???

Thanks in advance
Paul

--
The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE:
Pinpoint memory and threading errors before they happen.
Find and fix more than 250 security defects in the development cycle.
Locate bottlenecks in serial and parallel code that limit performance.
http://p.sf.net/sfu/intel-dev2devfeb
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