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DarkBASIC Discussion / Object Distortion at range

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Dia
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Joined: 16th Jan 2005
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Posted: 9th May 2006 16:18
G'day all, just wondering if anyone can help me out....

I have a couple of hollow models in a little demo I am putting together (kind of rescue helicopter-type models, with a modelled and textured cabin inside the fuselage)

At close ranges they look great, however when I zoom out, the models tend to lose some definition, such that the cabin textures can be seen THROUGH the fuselage. I suspect that the problem it is due to the polygons on the inside and outside of the models getting closer together (relative to the camera range).

Is there any easy way to avoid this?
Pincho Paxton
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Posted: 9th May 2006 21:46
I think it works a bit better if you make the cabin a limb of the helicopter. Works well in a modeller if you weld the vertices together.

TDK
Retired Moderator
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Posted: 9th May 2006 22:15
Also, in DBC there is a correlation between the camera range (as you correctly thought) and the object size.

If you use too large a value for Set Camera Range, what you describe can happen. What size is your world and have you by any chance scaled up your object to match the size of your world?

If you have enlarged your objects, you could try scaling down your world to match the object instead - then you can use a lower value in the Set Camera Range command.

TDK_Man

Link102
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Posted: 9th May 2006 23:46
I would seperate the model into 2 parts, the oudside and inside. Whenever the camera gets to far away remove the inside model.

Or replace the model (when it's out of range) with one that doesn't have an inside.

Don't look at my sig!
Dia
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Posted: 11th May 2006 14:32
thanks heaps for the help. The scaling factor and camera range have worked in this case (so far!) but I can see that the model division might be necessary in future

thanks again
indi
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Posted: 13th May 2006 04:13
model textures that are DDS files retain mipmapping levels.
basically different sizes of the texture used at different distances.

If no-one gives your an answer to a question you have asked, consider:- Is your question clear.- Did you ask nicely.- Are you showing any effort to solve the problem yourself 
Dia
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Posted: 13th May 2006 13:21
yep, happy with the mipmapping thing, it is the actual model itself that was causing issues, not the map... but thanks!

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