Floating grass in P3D v2.5

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JRSchiphol
Posts: 6

Floating grass in P3D v2.5

Post by JRSchiphol » Fri Feb 27, 2015 10:00 am

Hi,

I was flying around TNCM today with P3D v2.5 and I found out that there is floating grass at some points which I am pretty sure fo they do not belong there

(don't mind my flyingstyle :D )
Image

Image

Hope you can do something with this.

Regards,
Jonah
martin[flytampa]
Site Admin
Posts: 5201

Re: Floating grass in P3D v2.5

Post by martin[flytampa] » Fri Feb 27, 2015 4:17 pm

Very odd, I will look for this when I do cleanup work at TNCM next.
specialist
Posts: 394

Re: Floating grass in P3D v2.5

Post by specialist » Sat Feb 28, 2015 2:12 pm

Looks like seaweed! :D
JRSchiphol
Posts: 6

Re: Floating grass in P3D v2.5

Post by JRSchiphol » Sun Mar 01, 2015 7:47 pm

Oh btw Martin, the grass also appears above the tree's at St. Barth. Haven't checked SABA yet.
garrettprs
Posts: 58

Re: Floating grass in P3D v2.5

Post by garrettprs » Mon Mar 16, 2015 4:07 am

The "grass above the trees" isn't such.

It's a mip-mapping issue with trees in P3D. Even if you have FTX Global and use their trees, the issue still persists. If you use a powerful antialiasing scheme, like SGSS 8x, it will correct the problem but that's about it. I'll be curious to see if FTX's new tree addon fixes the issue. All the more likely is the fact that nVidia hasn't written a proper/optimized driver profile for P3Dv2 which, among other things, would/should provide better antialiasing...
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