> I would have guessed that loading these images would be an infrequent
> hit making file size a relatively small factor, but if the system is
> continually swapping them out and reloading them for some reason, that
> might not be so.

*shrugs* It's reasonable to set things up in such a way that a texture is
loaded once, then when you ask for it a second time the rendering system
realizes 'hey, I have this already somewhere', so it should not matter.

On the other hand, my experimental finding is that if I load 1000
cloudlets with 512x512 texture resolution, it may take, say, 5 seconds for
them to appear in the scenery. If I load 1000 cloudlets with 1024x1024
texture resolution, it takes then ~20 seconds - although there are only 20
distinct types of cloudlets, so after the first 20 the time to load
textured objects should not really depend strongly on the number I request
- and yet it does.

I don't understand any of these findings - they suggest to me that the
texture is somehow loaded every time I request an object to appear in the
scenery, regardless if there is an identical copy of the object already
present.

The total time to load a configuration is really proportional to

(number of objects) x (texture size of a single object)

> Would the environment settings give us the option to use textures of
> different sizes? Some users with high-end rigs might like the 2048
> option, though I expect that would murder my system. ;)

I had the help of Patrice Poly to experiment with the hires textures - I
don't really know if I can manage on my own. It's on the limit of what my
digicam can deliver, so every photograph has to be perfect (it's much
easier to start with a hires image and go a factor 2 down in resolution
for the final texture - that hides processing artefacts). If in addition I
can't run it on my system, then I probably won't do it.

At this point, I'm just trying to do the strategic planning what is worth
pursuing in the mid-future.

If I can run hires textures, then I'd probably implement them as an option.

> You might consider the dxt format. dxt needs some additional work to
> prepare, and has a few caveats to its use, but the dxt format is
> compressed when loaded into video RAM. The format is often used in
> gaming, and can do a lot to conserve video memory and possibly improve
> performance. You might find it worth exploring, especially for this
> dedicated operation.

Is there any example in Flightgear that is made with dxt textures which I
could study and try to understand?

Thanks,

* Thorsten


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