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PCL nested conditions

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france
Hello, I'm trying myself to make a PCL system based on single MDLs gathering all runway lights in one object, texture based.

My problem is that a single object is not visually convenient at all distances: small lamp halos are perfect when viewed from the aircraft sitting on the runway, but flicker and disappear as soon as the aircraft is at some distance. And large textures are perfect when viewed from far away but become ridiculously large when back on the ground.

So my idea was to nest conditions: a first one triggering the object display (Push to talk Radio or keyboard entry) and secondly a series of condition based on proximity: close=small halos, near=larger halos, distant=even larger halos, far away=very large halos.

But I'm confused in the syntax for properly nesting/cascading these conditions.

Is it even possible? And if yes (which I hope) what would a correct code be?

Thanks for SODE, it's an invaluable addition to scenery realism!
 
There is no support for the distance condition as of yet. I have solved this by "encoding" the growing of the light dot with different mip maps in the texture itself. Smaller mips levels have a larger dot in the alpha channel. There is an example texture within SODE that uses this technique.
 
Thanks Jeffrey for having answered. I'm not at ease with understanding mipmaps and their bahavior, though.
Will give it a try and hope I'll get it.
This distance condition could be a desirable feature, anyway, and nested conditions more generally.
Would make SODE event more powerful.
Congrats again for this tool. :)
 
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