I asked for --tile-radius, because I don't get enough tiles if I
fly at good visibility (--fog-disable or hitting 'Z' a few times).
only schedules tiles for loading when you cross a tile boundary
Is this out of line ... using --fdm=magic ... rise to say 15,000 feet,
clear fog and clouds, no
I asked for --tile-radius, because I don't get enough tiles if I
fly at good visibility (--fog-disable or hitting 'Z' a few times).
And then it would be nice to see more than just one square when
I take 'satellite images', i.e. when I look down from the carpet
at high altitude. ;-)
m.
PS:
Melchior FRANZ writes:
I asked for --tile-radius, because I don't get enough tiles if I
fly at good visibility (--fog-disable or hitting 'Z' a few times).
And then it would be nice to see more than just one square when
I take 'satellite images', i.e. when I look down from the carpet
at high
* Norman Vine -- Saturday 19 January 2002 17:55:
* Melchior FRANZ writes:
[tiles loaded too late at good visibility]
Try increasing the far_clipping plane
This is set in src / Main / main.cxx / fgRenderFrame()
search for ssgSetNearFar()
Thanks, I'll look into that.
Shouldn't the
Melchior FRANZ writes:
Shouldn't the far_clipping plane be tied to visibility? This slows
down rendering and uses more memory, OTOH it doesn't make sense
to allow far-reaching visibility but to show white tiles on the
horizon.
Perhaps it could be tied, but not directly, the far clip plan has