- Use a more conservative max near/far clip plane ratio to limit depth buffer precision artifacts

- Change fractional pixel offset for text rendering so that text still looks crisp with multi-sample antialiasing.
ver1_5_1
Chris Laurel 2004-07-21 07:12:45 +00:00
parent c636a5907d
commit 79824e3e32
3 changed files with 4 additions and 5 deletions

View File

@ -60,7 +60,7 @@ void Console::begin()
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslatef(0.375f, 0.375f, 0);
glTranslatef(0.125f, 0.125f, 0);
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);

View File

@ -43,7 +43,7 @@ void Overlay::begin()
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslatef(0.375f, 0.375f, 0);
glTranslatef(0.125f, 0.125f, 0);
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);

View File

@ -51,14 +51,14 @@ static const int StarVertexListSize = 1024;
// Fractional pixel offset used when rendering text as texture mapped
// quads to assure consistent mapping of texels to pixels.
static const float PixelOffset = 0.375f;
static const float PixelOffset = 0.125f;
// These two values constrain the near and far planes of the view frustum
// when rendering planet and object meshes. The near plane will never be
// closer than MinNearPlaneDistance, and the far plane is set so that far/near
// will not exceed MaxFarNearRatio.
static const float MinNearPlaneDistance = 0.0001f; // km
static const float MaxFarNearRatio = 10000.0f;
static const float MaxFarNearRatio = 2000.0f;
static const float RenderDistance = 50.0f;
@ -1380,7 +1380,6 @@ void Renderer::render(const Observer& observer,
float cloudHeight = 0.0f;
if (iter->body != NULL)
{
// radius = iter->body->getRadius();
radius = iter->body->getBoundingRadius();
if (iter->body->getRings() != NULL)
{