David Megginson wrote:
>
> Curtis L. Olson writes:
>
> > - At one point we were playing around with 1024x1024 textures but
> > consider that a single RGB texture at that resolution with
> > mipmapping turned on can consume about 6Mb of your cards RAM so I
> > think in general we should shoot for 256x256 resolution ground cover
> > textures for general distribution.
>
> An alternative is to stick with 256x256 but allow the textures to
> cover a larger area. I experimented with 5km x 5km and even 10km x
> 10km textures, and the effect is *much* better from altitude, since it
> eliminates most of the repetition. They look pretty bad under 1,000ft
> AGL, but from about 3000' AGL up (i.e. where you'll be almost all the
> time) there's no obvious blurriness at all.
A good exercise for OpenGL gurus would be to add double texturing with
one layer like you describe and another with the textures like we have
them already.
Erik
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