Curtis L. Olson wrote:
Ampere K. Hardraade wrote:
On June 7, 2004 09:56 pm, Curtis L. Olson wrote:
Mipmapping does this for you automatically. The system stores several
versions of the texture at reduced resolution. If the original texture
is 256x256, then the system will also build a 128x128
Ampere K. Hardraade wrote:
On June 7, 2004 09:56 pm, Curtis L. Olson wrote:
Mipmapping does this for you automatically. The system stores several
versions of the texture at reduced resolution. If the original texture
is 256x256, then the system will also build a 128x128 version, 64x64,
32x32,
On June 7, 2004 09:56 pm, Curtis L. Olson wrote:
> Mipmapping does this for you automatically. The system stores several
> versions of the texture at reduced resolution. If the original texture
> is 256x256, then the system will also build a 128x128 version, 64x64,
> 32x32, 16x16, etc. Then the
Chris Metzler wrote:
Is there the ability to give a distance-dependancy to the textures
used on a model? Or, alternately, to have the specific model/texture
set used be distance-dependent? I'm aware that one can apply
distance-dependent effects to the xml file, but I haven't yet found
any docs ab
On Mon, 07 Jun 2004 16:41:21 -0400
David Megginson <[EMAIL PROTECTED]> wrote:
>
> Most of the time, buildings on the screen use up only a tiny number of
> pixels. I often do buildings with 5 quads and a 64x64 texture, but even
> that much texture is too much sometimes.
>
> A city with a lot of s
David Megginson wrote:
Josh Babcock wrote:
What would be good poly counts and texture sizes for low and high LOD
models of individual objects? Same for autogen objects?
Most of the time, buildings on the screen use up only a tiny number of
pixels. I often do buildings with 5 quads and a 64x64 t
Josh Babcock wrote:
What would be good poly counts and texture sizes for low and high LOD
models of individual objects? Same for autogen objects?
Most of the time, buildings on the screen use up only a tiny number of
pixels. I often do buildings with 5 quads and a 64x64 texture, but even
that m
I want to get a good idea of what the appropriate way to make scenery objects is
from the perspective of detail vs performance and general usability. If anyone
can answer any of these questions or provide learned opinions, please do:
It looks to me like once FG finds a directory for a tile set,