Graphics glitches

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Parent Message unknown Graphics glitches

by Christos Dimitrakakis-4 :: Rate this Message:

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Here is a TO-DO list for graphics, which has remained a off the plate:

1. Smoke.

Currently smoke is a bit of a hack. It is a bunch of fake ellipsoids
that are transparent. This creates the following problems

1.1. Computation

If there are a lot of smoke ellipsoids next to each other, the GPU
becomes overloaded. Currently the code is rigged so that the generation
of new smoke particles is a random process such that: a sufficient
number of smoke particles are generated when necessary, evenly
distributed among cars, while at the same time the maximum number of
smoke particles is kept low. The probability that a new particle is
generated depends on a number of things: particles generated by the car
recently, the particle limit, as well as the current number of active
particles.

One easy suggestion is to just make the default number of maximum smoke
particles smaller. Say 50 ?

Otherwise, it may be nice to be able to merge particles. So, sometimes,
instead of generating a new particle, simple enlarge the previous particle.

Finally, use a completely different method to render the smoke may be a
good idea

1.2. Rendering

Currently the smoke is cut in a bad way by the ground. Normally this
should be done smoothly.

2. Ground features (skids, shadows)

The current implementation merely casts the skidmarks and shadows at the
height implied by the physics model.

However this is not the ideal way to do it.

The right way to do it is to actually project the shadows/skids on the
correct polygon and then use standard decal methods to make sure they
are visible over the ground.

One possibility is to use grGetHOT() to find the exact height of polygons.

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