From f2a5f98532767cd261723d545290f576f7247d8b Mon Sep 17 00:00:00 2001 From: david Date: Mon, 4 Nov 2002 02:17:13 +0000 Subject: [PATCH] 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. --- src/Scenery/tileentry.cxx | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/Scenery/tileentry.cxx b/src/Scenery/tileentry.cxx index d8ba4e880..2df901c2a 100644 --- a/src/Scenery/tileentry.cxx +++ b/src/Scenery/tileentry.cxx @@ -911,7 +911,7 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) { if ( general.get_glDepthBits() > 16 ) { sgScaleVec3( lift_vec, 0.0 + agl / 500.0 ); } else { - sgScaleVec3( lift_vec, 0.0 + agl / 20.0 ); + sgScaleVec3( lift_vec, 0.0 + agl / 150.0 ); } sgVec3 lt_trans; @@ -954,7 +954,7 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) { if ( general.get_glDepthBits() > 16 ) { sgScaleVec3( lift_vec, 0.0 + agl / 500.0 ); } else { - sgScaleVec3( lift_vec, 0.0 + agl / 20.0 ); + sgScaleVec3( lift_vec, 0.0 + agl / 150.0 ); } sgVec3 lt_trans; -- 2.39.5