Re: [Flightgear-devel] creating tilable textures

2001-11-29 Thread Curtis L. Olson

Curtis L. Olson writes:
 Here's an interesting paper from a MS combat sim artist on creating
 tilable textures while minimizing repeating artifacts:
 
 http://www.gdconf.com/archives/proceedings/2000/arts_papers.html

Let me reply to myself here and say that you want the paper entitled
Pattern Reduction in Massively Tiled Scenes

Regards,

Curt.
-- 
Curtis Olson   Intelligent Vehicles Lab FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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re: [Flightgear-devel] creating tilable textures

2001-11-29 Thread David Megginson

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.


All the best,


David

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David Megginson
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Re: [Flightgear-devel] creating tilable textures

2001-11-29 Thread Erik Hofman



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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Re: [Flightgear-devel] creating tilable textures

2001-11-29 Thread David Findlay

On Fri, 30 Nov 2001 05:04, you 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.

I think we may have to get creative with a system of microtexturing. Have 
some textures for low altitude, then others for high altitude. I'm not sure 
how we could get them to be seamless, and give correct perspective, but it's 
something worth thinking about. Also maybe we could use the compression 
features on some of these video cards.

David

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