-
Notifications
You must be signed in to change notification settings - Fork 178
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Fog distance cuts off clouds far #3135
Comments
It appears
Pretty sure 5000 is actually unlimited, on extremely large maps such as Grenoble the entire heightmap is visible: |
Okay. Well right now it's either fog or clouds, can't have both. So I think this should be fixed. |
Yeah the FPS is only because I'm on a high end PC (13700k, 4070ti), the difference will be much more drastic on the average player's lower end CPU with integrated graphics. High batch count is another pain point in RoR, Petr is aiming to fix it with his TerrnBatcher project (#3030) I'm sure there's a proper way to fix the clouds, maybe with a patch to Caelum sources? |
Looking at Caelum source, the cloud entity is named |
I don't think it's possible. This is camera far plane, it works for all. |
@paroj Can you advise please? Intuitively I'd expect some option to override the near/far clipping per render queue or maybe even per entity. |
yes, you can set the max rendering distance per entity: note that using the far plane for this was wrong all along, as not rendering the objects is merely a side effect. The main purpose of the far plane is controlling the depth precision. The visibility system in Ogre is the intended tool for this. |
I don't think we're on the same page, or maybe I don't get it, I didn't look much inside code.
|
all above statements are correct. you want different CPU culling distances for different objects (cloud/ terrain - the rest). FarClipDistance can only be set globally and influences HW and CPU culling. Therefore you need to use rendering distance.
yes, see: |
Okay. |
Another bug I notice, since I added fog and clouds in SR based tracks.
I think I found it to be here:
Could you just remove this line and check? Or set it to that from Gui setting
App::gfx_sight_range
.Also BTW, I think 5000 m isn't much for max far distance. And it's not really a key setting nowadays IMO.
DrawGIntSlider(App::gfx_sight_range, _LC("GameSettings", "Sight range (meters)"), 100, 5000);
To test add in
.terrn2
:and in
.os
file at end e.g.The text was updated successfully, but these errors were encountered: