Level Of Detail (LOD) Ranges: Difference between revisions

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Fixed radius no longer added to BUILDING meshes
m (→‎AI/MP ranges: https://sourceforge.net/p/flightgear/mailman/message/37220137/)
(Fixed radius no longer added to BUILDING meshes)
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| <code>sim/rendering/static-lod/detailed</code> || 1500 m ||All objects (buildings etc) display withing this range.
| <code>sim/rendering/static-lod/detailed</code> || 1500 m ||All objects (buildings etc) display withing this range.
* Building meshes using OBJECT_BUILDING_MESH_DETAILED (Additional 1414 m is added as these meshes are 2000 x 2000 m)
* Building meshes using OBJECT_BUILDING_MESH_DETAILED  
* The actual visibility range is randomly distributed from <code>/sim/static-lod/rough</code> to twice <code>/sim/static-lod/rough</code>, to reduce apparent "popping".
* The actual visibility range is randomly distributed from <code>/sim/static-lod/rough</code> to twice <code>/sim/static-lod/rough</code>, to reduce apparent "popping".
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* Random trees
* Random trees
* Random buildings
* Random buildings
* Building meshes using OBJECT_BUILDING_MESH_ROUGH. (Additional 1414 m is added as these meshes are 2000 x 2000 m)
* Building meshes using OBJECT_BUILDING_MESH_ROUGH.  


The actual visibility range is randomly distributed from <code>/sim/static-lod/rough</code> to twice <code>/sim/static-lod/rough</code>, to reduce apparent "popping".
The actual visibility range is randomly distributed from <code>/sim/static-lod/rough</code> to twice <code>/sim/static-lod/rough</code>, to reduce apparent "popping".

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