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The sky is the limit
- [x] Time after time tiles, visible in the frustum, should get loaded until "the sky"; the Skybox.
- [x] (While I really would prefer a sphere / a sky dome.)
- [x] This way, the distance to the sky is related to the GPU load. Slow user devices man need less distance.
- [x] Seeing Buildings get visible "out of the sky" looks really odd! Fog would be better, but I only know fog at a linear line far away.
- [x] Of course the sky needs to be relative to the camera.
- [x] Some more distance behind the sky, in any direction, tiles may get removed to avoid memory overload.
We're using fog already, but it's very subtle. We need to tune it up when the sky is smaller
It woks, but ... On my Mac Air, the app runs with 5 to 10 FPS. The internal GPU is not that good. We will have some user with week mobiles a the same problem.
- 0.1 % Reaction was to slow, I used 1%
- 10km Sky default size is to much, the tiles start close, so there is time to "grow" to 10km. I set it to 2000m.
- 1000m minimum is ok, less is stupid. But the fog is to strong for 1000m. Could we set it to less thickness? May be dynamically according to the Sky size. Are my values ok for the experience on your device?
May be dynamically according to the Sky size.
that's already happening. we can tune the parameters though. There are also other fog systems we can try out
Some tests. visibility: sky.scale.x * 1.0 nice fading but dusty in the front 2.0 to less fading not dusty in the front 1.5. seems a not so good compromise I am not sure if visibility is the "thickness". Could the fog start may be 90% before the sky and go to 100% at the sky?
We need to take some time to experiment with the parameters. We could add test parameter and led our user find the solution ;-)