Hello, > I do have a few questions though : > Does the current code that you have handle texture paging?
Yes, textures and geometry are paged and decompressed asynchronously in the background (seperate thread). The engine supports image compression to save IO (and possibly bus) bandwith, e.g. JPEG and S3TC compression. The first maybe quite taxing on the CPU, so we usually only use JPEG for the finest detail level textures, which account for most of the data, and S3TC for the lower detail levels. > What sort of texture resolutions will it be able to scale down to? > (meters/pixel) The rendering is output sensitive, so only visible detail accounts for scene complexity. However, updates (i.e. paging&decompressing) can be a bottleneck; if you're moving fast, you could get into trouble trying to update all the high-res textures. The easy solution is to limit texture and geometry detail as a function of speed - i.e. don't display 1 m textures at mach 5 (motion blur!). The real problem is that it's hard to get detailed textures for the whole world (and storage hungry!!). What I'd like to experiment with later on is to let a classifier run over the globally available 28.5m landsat textures, and use the resulting classifications to generate missing detail at runtime. But first things first... > How is the mipmapping handled (if it currently uses mipmaps)? Well, in a way, the texture LODs emulate aspects of mipmapping. The ground texture is partitioned in a quadtree scheme, where each quadtree node holds part of the texture at constant resolution (e.g. 128x128 pixels). The root covers the whole texture domain, and children always cover their respective quarter of the parents domain. So, effectively, each parent is a downsampled version of its children. The LODs are choosen in a way which ensures that supersampling orthogonal to the viewer is limited by a factor of 2 (the factor can be higher along the viewing direction, however). Together with anistotropic filtering, this gives very good results. > What will the maximum visual range be? Also depends on the available detail, resolution, permitted screen space error - hard to tell, but I think nothing to worry about. For example, I get good performance (1024x768, Duron 1GhZ, GeForce3, Mach2) without limiting visibility for a whole UTM-zone dataset (with 28.5 m textures, normal maps and SRTM3 elevation), that should be a few hundred kilometers of visual range. As stated earlier, the nearer (fast-moving) detail is more problematic than the distant scenery because of the frequent updates; for the same reason, hard turns are evil :-) hope to have answered your questions, Manuel _______________________________________________ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d