Patch from Jim Wilson:
That's a little too small to resolve differences at 16bpp. Try the patch below. It decreases the lifting substantially. You will see a slight increase in z-buffer flickering but it isn't bad. Note that we removed the "distance" component the other day, the purpose of it was to lift the lights higher when viewed at shallow viewing angles. The distance component is critical for the street lights that can be very long distances away. But with the distances we're working with here it really doesn't do all that much. The factor used in this patch is about as shallow a lift as can be used when looking straight down at the airport. At 24bpp there's no effect from incorporating a distance component. The choice is to reintroduce a distance component...one that works (and only for 16bpp), or alter the factor used in the patch below to strike an acceptable balance between different viewing angles when in 16bpp mode.
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1 changed files with 2 additions and 2 deletions
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@ -911,7 +911,7 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
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if ( general.get_glDepthBits() > 16 ) {
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sgScaleVec3( lift_vec, 0.0 + agl / 500.0 );
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} else {
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sgScaleVec3( lift_vec, 0.0 + agl / 20.0 );
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sgScaleVec3( lift_vec, 0.0 + agl / 150.0 );
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}
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sgVec3 lt_trans;
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@ -954,7 +954,7 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
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if ( general.get_glDepthBits() > 16 ) {
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sgScaleVec3( lift_vec, 0.0 + agl / 500.0 );
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} else {
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sgScaleVec3( lift_vec, 0.0 + agl / 20.0 );
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sgScaleVec3( lift_vec, 0.0 + agl / 150.0 );
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}
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sgVec3 lt_trans;
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