Sword7
Member
I read that book and it is very good book for how to develop space flight simulator like Orbiter.
I learned a lot about jittery issues with limited FP32 float accuracy when rendering large world. They provides useful information about RTE method (relative to eye) by applying high and low of 64-bit vertices and camera position to GPU process and subtract camera position from vertices and multiply with RTE matrix through GPU process by eliminating jittery.
I implemented it on my program and all jittery issues disappeared.
I looked into D3D9 OVP client source code and did not see any similar method like in that book but I found WorldMatrix function call is multiply per-tile vertices with MVP matrix (RTC method). Does anyone know any different methods by eliminating jittery in D3D9 client? I tried with this method but my planet looks exploded.
I learned a lot about jittery issues with limited FP32 float accuracy when rendering large world. They provides useful information about RTE method (relative to eye) by applying high and low of 64-bit vertices and camera position to GPU process and subtract camera position from vertices and multiply with RTE matrix through GPU process by eliminating jittery.
I implemented it on my program and all jittery issues disappeared.
I looked into D3D9 OVP client source code and did not see any similar method like in that book but I found WorldMatrix function call is multiply per-tile vertices with MVP matrix (RTC method). Does anyone know any different methods by eliminating jittery in D3D9 client? I tried with this method but my planet looks exploded.