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Attemp to fix the 'bogous tile problem'

This commit is contained in:
frohlich 2006-08-31 05:07:50 +00:00
parent 2f2d486778
commit 4ea7fc6327
2 changed files with 20 additions and 21 deletions

View file

@ -513,6 +513,26 @@ static void fgMainLoop( void ) {
//
double visibility_meters = fgGetDouble("/environment/visibility-m");
FGViewer *current_view = globals->get_current_view();
// Let the scenery center follow the current view position with
// 30m increments.
//
// Having the scenery center near the view position will eliminate
// jitter of objects which are placed very near the view position
// and haveing it's center near that view position.
// So the 3d insruments of the aircraft will not jitter with this.
//
// Following the view position exactly would introduce jitter of
// the scenery tiles (they would be from their center up to 10000m
// to the view and this will introduce roundoff too). By stepping
// at 30m incements the roundoff error of the scenery tiles is
// still present, but we will make exactly the same roundoff error
// at each frame until the center is switched to a new
// position. This roundoff is still visible but you will most
// propably not notice.
double *vp = globals->get_current_view()->get_absolute_view_pos();
SGVec3d cntr(vp);
if (30.0*30.0 < distSqr(cntr, globals->get_scenery()->get_center()))
globals->get_scenery()->set_center( cntr );
globals->get_tile_mgr()->prep_ssg_nodes( current_view->getSGLocation(),
visibility_meters );

View file

@ -232,27 +232,6 @@ FGRenderer::update( bool refresh_camera_settings ) {
return;
}
// Let the scenery center follow the current view position with
// 30m increments.
//
// Having the scenery center near the view position will eliminate
// jitter of objects which are placed very near the view position
// and haveing it's center near that view position.
// So the 3d insruments of the aircraft will not jitter with this.
//
// Following the view position exactly would introduce jitter of
// the scenery tiles (they would be from their center up to 10000m
// to the view and this will introduce roundoff too). By stepping
// at 30m incements the roundoff error of the scenery tiles is
// still present, but we will make exactly the same roundoff error
// at each frame until the center is switched to a new
// position. This roundoff is still visible but you will most
// propably not notice.
double *vp = globals->get_current_view()->get_absolute_view_pos();
SGVec3d cntr(vp);
if (30.0*30.0 < distSqr(cntr, globals->get_scenery()->get_center()))
globals->get_scenery()->set_center( cntr );
bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
bool skyblend = fgGetBool("/sim/rendering/skyblend");
bool use_point_sprites = fgGetBool("/sim/rendering/point-sprites");