Maybe I'm a bit slow..  I played with map_size and split_factor when 0.2
was released, and I just tried a bit more to see if things changed with
0.2.1 but they don't seem to have.  My experimenting does not go along
with what I expect when reading lesson-104.  What I find is that when
leaving everything else the same, changing map_size changes the number
of triangles in the land, basically the LOD.  Pretty much what I
expected split_factor to do. And for the life of me I can't figure out
what split_factor does.  I've tried 1.0, 10.0, 100.0, 1000.0, 1000000.0,
and a bunch of other things.  I can't see any difference in my rendering
no matter what I use.

I did however figure out my camera get_height issue though.  When I
change the scale_factor to 1.0 (which crashed for me in 0.2, and works
good now), then get_height works as expected.  With something other than
1.0 as the scale_factor you would need to do something like,
get_height(int(x/sf), int(z/sf)) where sf equals your scale_factor.

On Sun, 2003-01-12 at 19:54, Sean Lynch wrote:
> On Sun, Jan 12, 2003 at 07:45:08PM -0500, Jack Madison wrote:
> > As long as I'm asking questions, how can I controll the culling of
> > distant objects?  I was hoping that objects in the distance, mountains
> > for example, would be rendered as a low poly count object, but not be
> > culled out completely.  My current "walk test" program culls the far
> > side of the map, and it isn't all that far!
> 
> According to lesson-104.py, there are two attributes that control LOD
> right now: map_size and split_factor. map_size appears to be the size of
> the area that shares the same level of detail, and split_factor seems to
> control the relationship between distance and number of triangles.
> 
> You should probably look at the LOD code and see how this relationship
> works, or just play with these two variables. Causing far away stuff to
> render may make intermediate stuff too detailed. It may be that the
> relationship between distance and LOD is linear, whereas what you want
> is a nonlinear relationship.
> 
> Ultimately, for realism, what you want is fog. There's always a certain
> amount of haze in the air. This way far away stuff seems to fade in
> rather than just suddenly appearing. Even if the user can see parts of
> the landscape suddenly appear, it's a lot less disturbing when there's
> fog.
> 
> One thing I'd like to try is a dynamic LOD algorithm that compromises
> between detail and FPS, with the user able to set the cost function
> somewhere between a constant FPS and constant detail. I don't think this
> needs to be built into Soya 3D though; the ability to control the
> LOD variables is plenty.
-- 
Jack Madison <[EMAIL PROTECTED]>



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