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]> -- Pour vous desabonner envoyez un mail a [EMAIL PROTECTED]
