On Sunday, December 16, 2012 23:11:44 Mathias Fröhlich wrote:
> Hi,
>
Hi all,
I have added my new code for far-tiles in a merge request for flightgear and
simgear. You can now test the code, and also check whether texture resizing is
necessary for materials which are not inside the near tiles
> There are many issues and tradeoffs with mesh simplification. There are
> many algorithms and approaches, each with their own unique strengths and
> weaknesses. Challenges include finding a strategy to hide the cracks
> between adjacent tiles draw with different levels of details (and
> possi
On Sunday, December 16, 2012 23:11:44 Mathias Fröhlich wrote:
Hi Mathias,
> Ok, for that, I can see a lot of solutions.
>
> Having one that is may be close:
> Use the BVH tree that is used in fgelev or fgai. The fgelev one is
> parametrized like you probably need today. There is one hacky switc
Hi,
On Sunday, December 16, 2012 22:32:48 Adrian Musceac wrote:
> My main interest with terrain was a) having longer distances available, and
> b) having separate traversal masks only for surface. All for use in my
> infamous now radio code. This lead to what I have now, an improvement in
> memor
On Sunday, December 16, 2012 22:38:41 Mathias Fröhlich wrote:
> Hi,
>
> On Sunday, December 16, 2012 22:02:15 Adrian Musceac wrote:
> > I am aware there are better systems out there, I'm just doing what I can
> > within the restrictions of the BTG format. I'd be more than happy to have
> > a real
Hi,
On Sunday, December 16, 2012 22:02:15 Adrian Musceac wrote:
> I am aware there are better systems out there, I'm just doing what I can
> within the restrictions of the BTG format. I'd be more than happy to have a
> real terrain LOD, but right now that means lots of changes in Terragear and
>
On Sunday, December 16, 2012 21:18:10 Stuart Buchanan wrote:
> On Sun, Dec 16, 2012 at 11:44 AM, Adrian Musceac wrote:
> > It' basically very simple. Far tiles no longer compute anything other
> > than it's own geometry, and also use a very low resolution texture set,
> > obtained by running a batc
On Sunday, December 16, 2012 19:37:37 James Turner wrote:
> On 16 Dec 2012, at 19:18, Stuart Buchanan wrote:
> > I'm surprised there's any benefit to using a very low resolution texture
> > set. Surely the normal textures are already loaded by OSG and it's
> > cheaper just to refer
> > to those rat
On Sunday, December 16, 2012 21:37:37 James Turner wrote:
> On 16 Dec 2012, at 19:18, Stuart Buchanan wrote:
> > I'm surprised there's any benefit to using a very low resolution texture
> > set. Surely the normal textures are already loaded by OSG and it's
> > cheaper just to refer
> > to those rat
On 16 Dec 2012, at 19:18, Stuart Buchanan wrote:
> I'm surprised there's any benefit to using a very low resolution texture set.
> Surely the normal textures are already loaded by OSG and it's cheaper
> just to refer
> to those rather than loading some more textures? Or are we not
> sharing our
On Sun, Dec 16, 2012 at 11:44 AM, Adrian Musceac wrote:
> It' basically very simple. Far tiles no longer compute anything other than
> it's own geometry, and also use a very low resolution texture set, obtained by
> running a batch resize on the regular texture set.
OK. So you don't load anything
Hi,
On Sunday, December 16, 2012 20:24:48 Adrian Musceac wrote:
> It's actually nothing really special about it, I'm just modifying a little
> the tile manager to define "inner tiles" and "outer tiles". The elevation
> data is inside the same old BTG files, which are actually lists of polygons
>
On Sunday, December 16, 2012 18:39:47 Mathias Fröhlich wrote:
> Hi Adrian,
>
> The same idea is behind the osg lod based whole world model.
> Where do you store the elevation data?
>
> Greetings
>
> Mathias
>
Hi Mathias,
It's actually nothing really special about it, I'm just modifying a littl
There are many issues and tradeoffs with mesh simplification. There are
many algorithms and approaches, each with their own unique strengths and
weaknesses. Challenges include finding a strategy to hide the cracks
between adjacent tiles draw with different levels of details (and possibly
more or
Hi Adrian,
The same idea is behind the osg lod based whole world model.
Where do you store the elevation data?
Greetings
Mathias
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On Sunday, December 16, 2012 12:35:20 Stuart Buchanan wrote:
> Hi Adrian,
>
> On Sun, Dec 16, 2012 at 4:32 AM, Adrian Musceac wrote:
> > I am presenting an experimental (WIP) method to reduce memory consumption
> > by scenery with 30%, while increasing the visibility distance 4 times.
> > This met
Hi Adrian,
On Sun, Dec 16, 2012 at 4:32 AM, Adrian Musceac wrote:
> I am presenting an experimental (WIP) method to reduce memory consumption by
> scenery with 30%, while increasing the visibility distance 4 times.
> This method relies on some kind of LOD system, without mesh simplification.
> Peo
Hi all,
I am presenting an experimental (WIP) method to reduce memory consumption by
scenery with 30%, while increasing the visibility distance 4 times.
This method relies on some kind of LOD system, without mesh simplification.
People smarter than me can come up with a safe algorithm to do that,
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