Woo-hoo, distant terrain is in the master.
Re: Woo-hoo, distant terrain is in the master.
"Ideally" you would have a depth buffer that's linear up close and logarithmic at a distance, but I'm pretty sure OpenGL doesn't provide something like that out of the box.
Re: Woo-hoo, distant terrain is in the master.
It doesn't, no. You'd have to use a pixel shader to write a custom depth function, but then you lose the early-depth-test optimization that can avoid running the shader for pixels that are obscured by already-rendered pixels. But the reversed fp trick works with not only the early-depth-test optimization, since the depth value is still calculated before running the shader, but it also works with the standard fixed-function pipeline.wareya wrote:"Ideally" you would have a depth buffer that's linear up close and logarithmic at a distance, but I'm pretty sure OpenGL doesn't provide something like that out of the box.
Re: Woo-hoo, distant terrain is in the master.
I still had my original "distant land" setting in my cfg file from before osg. I was scratching my head when it wasn't working for me since in the new update. Then I noticed someone post here that the setting needed to be "distant terrain". Now it works but when this gets into a stable release you might want to mention the change so people will know to go into the cfg file and change it.
Re: Woo-hoo, distant terrain is in the master.
I'll keep an eye out for it. Is Distant Terrain coming in 0.42 or 0.43 stable?
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Re: Woo-hoo, distant terrain is in the master.
Perfect, ok thanks!
Re: Woo-hoo, distant terrain is in the master.
So many months without an update video... Folks, I hope y'all are doing good.