HarvesteR
Member
- Joined
- Apr 22, 2008
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Hello,
If this isn't the proper forum, please move.
I've got a question... does anyone know how Orbiter handles it's planets? (in a 3D engine sense?)
The reason I ask is that I'm trying to do a planetary simulation of my own and, although it doesn't come near to orbiter complexity, I still have to draw planets
I took the naive approach yesterday, and created a HUGE geosphere to be my planet, and was faced with some weird texture bugs and floating point imprecisions, all due to the massive scale of the thing... furthermore, as one get's really close to the surface, the horizon becomes distorted since only a few polygons are visible from ground level.
Orbiter does it very nicely, and it's probably much more involved than a simple sphere... The horizon looks perfectly round at all altitudes (and appears flat from ground level)... I was wondering how that was accomplished.
Is it a sphere with multiple levels of detail, so that on ground level there are enough polys to remove the jagged horizon line? or is it something entirely different?
Thanks in advance
Cheers
If this isn't the proper forum, please move.
I've got a question... does anyone know how Orbiter handles it's planets? (in a 3D engine sense?)
The reason I ask is that I'm trying to do a planetary simulation of my own and, although it doesn't come near to orbiter complexity, I still have to draw planets
I took the naive approach yesterday, and created a HUGE geosphere to be my planet, and was faced with some weird texture bugs and floating point imprecisions, all due to the massive scale of the thing... furthermore, as one get's really close to the surface, the horizon becomes distorted since only a few polygons are visible from ground level.
Orbiter does it very nicely, and it's probably much more involved than a simple sphere... The horizon looks perfectly round at all altitudes (and appears flat from ground level)... I was wondering how that was accomplished.
Is it a sphere with multiple levels of detail, so that on ground level there are enough polys to remove the jagged horizon line? or is it something entirely different?
Thanks in advance
Cheers