Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Josh Babcock
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

Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Curtis L. Olson
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,

Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Ampere K. Hardraade
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

Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Curtis L. Olson
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

Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Chris Metzler
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

Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Josh Babcock
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

Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread David Megginson
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

[Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Josh Babcock
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,