Hey I didn't see this thread until now....
>Huge HUGE thanks to Andy!
You are welcome, but the concept isn't my invention. I lifted it from the AMOS 3D manual back on the Amiga.
>however I do still get those weird effects from objects
>that are far away and still visible such as Orbit Lines
>(Torus meshes I use to represent the planets orbital path)
Have you considered dual pass rendering for longer view distances?
near#=1.0
intermediate#=5000.0
far#=1000000.0
;far
CameraRange cam,intermediate#,far#
CameraClsMode cam,1,1
RenderWorld frameTween
;near
CameraRange cam,near#,intermediate#+500
CameraClsMode cam,0,1
RenderWorld frameTween
;The overlap is to compensate for how B3D renders terrains with LOD etc... It shouldn't be needed for a meshes only world.
Change the near/far range to something larger...
Dual rendering is, however, very costly in graphics rendering time.
Andy
>Huge HUGE thanks to Andy!
You are welcome, but the concept isn't my invention. I lifted it from the AMOS 3D manual back on the Amiga.
>however I do still get those weird effects from objects
>that are far away and still visible such as Orbit Lines
>(Torus meshes I use to represent the planets orbital path)
Have you considered dual pass rendering for longer view distances?
near#=1.0
intermediate#=5000.0
far#=1000000.0
;far
CameraRange cam,intermediate#,far#
CameraClsMode cam,1,1
RenderWorld frameTween
;near
CameraRange cam,near#,intermediate#+500
CameraClsMode cam,0,1
RenderWorld frameTween
;The overlap is to compensate for how B3D renders terrains with LOD etc... It shouldn't be needed for a meshes only world.
Change the near/far range to something larger...
Dual rendering is, however, very costly in graphics rendering time.
Andy