rec.autos.simulators

Sim Development - grass!

Ashley McConnel

Sim Development - grass!

by Ashley McConnel » Wed, 23 Jan 2002 22:48:05

Some say some of our physics conversations have been influenced by this
substance,  but now there is proof ;).

I have stuck some grass in my sim (basically to make me feel that I am
making process while I figure out the culling method that is for me :)

http://www.racesimcentral.net/

All the best,
Ash

J. Todd Wass

Sim Development - grass!

by J. Todd Wass » Wed, 23 Jan 2002 23:38:11

  lol!  Very nice grass, the track's looking good :-)

Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com

My little car sim screenshots:
http://performancesimulations.com/scnshot4.htm

Ruud van Ga

Sim Development - grass!

by Ruud van Ga » Thu, 24 Jan 2002 00:46:49

On Tue, 22 Jan 2002 13:48:05 +0000, Ashley McConnell


>Some say some of our physics conversations have been influenced by this
>substance,  but now there is proof ;).

>I have stuck some grass in my sim (basically to make me feel that I am
>making process while I figure out the culling method that is for me :)

>http://www.siroccoracing.com

Hey, cool grass; Carrera is so brown otherwise. :)
Don't exactly know how its done in D3D, but try turning on mipmapping
for the grass (and sand), and also, anisotropic filtering does a lot
of good on these otherwise shimmering textures (I can't get mipmapping
to work in F1-2001 and it really looks awful; epileptic seizure alert
heaven, lol).

I don't use mipmapping on roads btw (a bit hardcoded based on
texturename), since that looks better without, IMHO.

Ruud van Gaal
Free car sim  : http://www.marketgraph.nl/gallery/racer/
Pencil art    : http://www.marketgraph.nl/gallery/

Ashley McConnel

Sim Development - grass!

by Ashley McConnel » Thu, 24 Jan 2002 00:50:27

Thanks for the tips Ruud, and thanks for letting me borrow some textures
/ corners from Carrera - brings things to life!

I will have a look into the whole mipmapping / filtering thing - it does
look a little "shimmery" at the minute :)

All the best,
Ash

Dave Pollatse

Sim Development - grass!

by Dave Pollatse » Thu, 24 Jan 2002 10:41:31

Just a warning that on most graphics card turning off mipmapping will incur
a performance penalty due to having to keep refetching texels out of the
high res texture while drawing the distant road polys (e.g., thrashing the
texture cache on every few pixels).  You might try instead playing with the
MIP LOD bias (I forget what it's called in DX these days), where you can
shove the mips out to where it starts to look "sparkly" instead of "blurry",
but not be as sparkly as with no mipmapping at all.  Ideally, you would be
able to adjust this per-texture.  Also, you can get a free anisotropic
filtering effect by making your road textures stretched vertically, so that
when viewed in perspective, the texels are approximately square (e.g., 3:1
or 4:1 aspect ratio).



> On Tue, 22 Jan 2002 13:48:05 +0000, Ashley McConnell

> >Some say some of our physics conversations have been influenced by this
> >substance,  but now there is proof ;).

> >I have stuck some grass in my sim (basically to make me feel that I am
> >making process while I figure out the culling method that is for me :)

> >http://www.siroccoracing.com

> Hey, cool grass; Carrera is so brown otherwise. :)
> Don't exactly know how its done in D3D, but try turning on mipmapping
> for the grass (and sand), and also, anisotropic filtering does a lot
> of good on these otherwise shimmering textures (I can't get mipmapping
> to work in F1-2001 and it really looks awful; epileptic seizure alert
> heaven, lol).

> I don't use mipmapping on roads btw (a bit hardcoded based on
> texturename), since that looks better without, IMHO.

> Ruud van Gaal
> Free car sim  : http://www.marketgraph.nl/gallery/racer/
> Pencil art    : http://www.marketgraph.nl/gallery/

Ruud van Ga

Sim Development - grass!

by Ruud van Ga » Thu, 24 Jan 2002 20:13:47

On Tue, 22 Jan 2002 19:41:31 -0600, "Dave Pollatsek"


>Just a warning that on most graphics card turning off mipmapping will incur
>a performance penalty due to having to keep refetching texels out of the
>high res texture while drawing the distant road polys (e.g., thrashing the
>texture cache on every few pixels).  You might try instead playing with the
>MIP LOD bias (I forget what it's called in DX these days), where you can
>shove the mips out to where it starts to look "sparkly" instead of "blurry",
>but not be as sparkly as with no mipmapping at all.

Ah, I had already though something like that, but didn't really check
out what extension that was again (I'm using OpenGL; Ashley is using
D3D). I think it's a standard feature in OGL1.2 or OGL1.3, but don't
know the extension name for OGL1.1.
Thanks for the tip.

Right, hm, perhaps a Quake-like shader script is in order (perhaps
defaulting all other shaders to standard hardcoded ones). Doing
cutting-edge stuff takes more and more effort to make small steps,
gosh.

Great tip, thanks for that!

Ruud van Gaal
Free car sim  : http://www.marketgraph.nl/gallery/racer/
Pencil art    : http://www.marketgraph.nl/gallery/

Ashley McConnel

Sim Development - grass!

by Ashley McConnel » Thu, 24 Jan 2002 20:19:35


> Just a warning that on most graphics card turning off mipmapping will incur
> a performance penalty due to having to keep refetching texels out of the
> high res texture while drawing the distant road polys (e.g., thrashing the
> texture cache on every few pixels).  You might try instead playing with the
> MIP LOD bias (I forget what it's called in DX these days), where you can
> shove the mips out to where it starts to look "sparkly" instead of "blurry",
> but not be as sparkly as with no mipmapping at all.  Ideally, you would be
> able to adjust this per-texture.  Also, you can get a free anisotropic
> filtering effect by making your road textures stretched vertically, so that
> when viewed in perspective, the texels are approximately square (e.g., 3:1
> or 4:1 aspect ratio).

Thanks for the tips Dave!  I am very new at the old 3d graphics lark ;).
  I have only really started, there are a few things I dont understand
about your helpful tips, but it gives me something to go off and
research more fully :)

I am hoping to leave the graphics to the side fairly soon and get into
the "real" stuff, i.e. the physics and networking :).  It'll not be very
good for screenshots for a while, but its the core of the sim nonetheless :)

Thanks again!
Ash

PS Am I right in thinking your are of MGI / viper / heat fame?

Dave Pollatse

Sim Development - grass!

by Dave Pollatse » Sat, 26 Jan 2002 12:30:49

I'd say***the graphics once you get a box or something on the screen and
go straight for the physics (the fun stuff, in my opinion)...
-Dave
(of MGI "fame", as such)



> > Just a warning that on most graphics card turning off mipmapping will
incur
> > a performance penalty due to having to keep refetching texels out of the
> > high res texture while drawing the distant road polys (e.g., thrashing
the
> > texture cache on every few pixels).  You might try instead playing with
the
> > MIP LOD bias (I forget what it's called in DX these days), where you can
> > shove the mips out to where it starts to look "sparkly" instead of
"blurry",
> > but not be as sparkly as with no mipmapping at all.  Ideally, you would
be
> > able to adjust this per-texture.  Also, you can get a free anisotropic
> > filtering effect by making your road textures stretched vertically, so
that
> > when viewed in perspective, the texels are approximately square (e.g.,
3:1
> > or 4:1 aspect ratio).

> Thanks for the tips Dave!  I am very new at the old 3d graphics lark ;).
>   I have only really started, there are a few things I dont understand
> about your helpful tips, but it gives me something to go off and
> research more fully :)

> I am hoping to leave the graphics to the side fairly soon and get into
> the "real" stuff, i.e. the physics and networking :).  It'll not be very
> good for screenshots for a while, but its the core of the sim nonetheless
:)

> Thanks again!
> Ash

> PS Am I right in thinking your are of MGI / viper / heat fame?

Ruud van Ga

Sim Development - grass!

by Ruud van Ga » Sat, 26 Jan 2002 20:56:00

On Thu, 24 Jan 2002 21:30:49 -0600, "Dave Pollatsek"


>I'd say***the graphics once you get a box or something on the screen and
>go straight for the physics (the fun stuff, in my opinion)...

Hehe, I'm more of a graphics person myself. I find both very
interesting, and probably graphics even more.
But no graphics look nice for more than a couple of seconds if there's
no equal-quality physics to back the graphics up (that immersive
feeling).

The combination is ofcourse what makes things stand out, in the end.
It all has to be good.

Ruud van Gaal
Free car sim  : http://www.racesimcentral.net/
Pencil art    : http://www.racesimcentral.net/


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