Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread [EMAIL PROTECTED]
On Tuesday 02 December 2003 02:31, Curtis L. Olson wrote: My understanding of systems that impliment these basic ideas is that step 1) is to give up the idea of seamless, non-blurry textures in the distance. Every system I have seen blurs the textures excessively as you go further in the

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Curtis L. Olson
[EMAIL PROTECTED] writes: On Tuesday 02 December 2003 02:31, Curtis L. Olson wrote: My understanding of systems that impliment these basic ideas is that step 1) is to give up the idea of seamless, non-blurry textures in the distance. Every system I have seen blurs the textures

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread David Megginson
Paul Surgeon wrote: Yeah that's because the scenery is pre-rendered. Who said we have to pre-render the scenery? :) Rendering in real time would only require a library of geodata which would be similar in size to the current FG scenery. In that case, it wouldn't look like TerraScene scenery --

RE: [Flightgear-devel] Playing with textures

2003-12-02 Thread Norman Vine
Curtis L. Olson writes: Andy Ross writes: That was my thinking when I started, too. But your math is a little off. Getting to a worst case resolution of 1 texel per screen-space pixel with unique texturing requires *vast* amounts of memory. Yup, I doubt if we get to the 1 texel -

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread [EMAIL PROTECTED]
On Tuesday 02 December 2003 13:57, Curtis L. Olson wrote: [EMAIL PROTECTED] writes: Couldn't we load the whole data into RAM before? 1 GB Ram are cheap today. 1. Threre is a big difference between having texture data loaded into main RAM vs. having the texture data loaded into your

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Andy Ross
Oliver C. wrote: Couldn't we load the whole data into RAM before? 1 GB Ram are cheap today. It's not nearly that simple. If you want to draw something on the screen, it has to get into the video card's memory at some point during the frame. Even 256MB Übercards are going to thrash* with a 1GB

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Curtis L. Olson
[EMAIL PROTECTED] writes: 1. Threre is a big difference between having texture data loaded into main RAM vs. having the texture data loaded into your cards video RAM. (There are probably a few exceptions, the only one I can think of at the moment is the sgi O2 which has a

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Gene Buckle
Unfortunately, plib (our scene graph engine) doesn't support multitexturing at this point in life. :-( From what I've read, this isn't the only thing it doesn't support that would make life easier for you guys. Why not just dump it for a scene graph library that does the job you need it to

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Curtis L. Olson
Gene Buckle writes: Unfortunately, plib (our scene graph engine) doesn't support multitexturing at this point in life. :-( From what I've read, this isn't the only thing it doesn't support that would make life easier for you guys. Why not just dump it for a scene graph library that

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread [EMAIL PROTECTED]
On Tuesday 02 December 2003 16:56, Curtis L. Olson wrote: Gene Buckle writes: Unfortunately, plib (our scene graph engine) doesn't support multitexturing at this point in life. :-( From what I've read, this isn't the only thing it doesn't support that would make life easier for you

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Gene Buckle
Gene Buckle writes: Unfortunately, plib (our scene graph engine) doesn't support multitexturing at this point in life. :-( From what I've read, this isn't the only thing it doesn't support that would make life easier for you guys. Why not just dump it for a scene graph

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Andy Ross
Oliver C. wrote: Does dumping plib mean that we can choose something like the SDL library for the OpenGL initialization? No, that means dumping glut. Earlier plib versions had a glut dependency, but I believe that has been removed from current versions. We can keep the plib parts that we use

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Matthew Law
On 09:56 Tue 02 Dec , Curtis L. Olson wrote: This is something that has been considered, but it will be a massive amount of work to do this and preserve all the existing functionality. Massive might be slightly overstated, but it probably means tearing everything down and rebuilding it

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Curtis L. Olson
Gene Buckle writes: I can imagine this would be a complex undertaking, but wouldn't it be the best solution in the long run? Sure, and it's on the todo list (or to investigate list) somewhere. However, there is always a significant time shortage. If it would be easier, why not just fork plib

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread [EMAIL PROTECTED]
On Tuesday 02 December 2003 16:21, Curtis L. Olson wrote: But when the data is allready in the RAM we wouldn't need to load the data from the slow hard drive. Right, but sending that much data across the AGP bus isn't fast either, especially when you want/need to draw at 60hz. Sure,

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Curtis L. Olson
[EMAIL PROTECTED] writes: On Tuesday 02 December 2003 16:56, Curtis L. Olson wrote: Gene Buckle writes: Unfortunately, plib (our scene graph engine) doesn't support multitexturing at this point in life. :-( From what I've read, this isn't the only thing it doesn't support that

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Curtis L. Olson
[EMAIL PROTECTED] writes: On Tuesday 02 December 2003 16:21, Curtis L. Olson wrote: But when the data is allready in the RAM we wouldn't need to load the data from the slow hard drive. Right, but sending that much data across the AGP bus isn't fast either, especially when you

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread [EMAIL PROTECTED]
On Tuesday 02 December 2003 18:15, Curtis L. Olson wrote: Ok, do you know any good documentation and information about this particular real time rendering topic. That doesn't mean that i will write such an engine, but i just want to read the basic stuff so that i know what i am talking

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Paul Surgeon
On Tuesday, 2 December 2003 19:15, Curtis L. Olson wrote: If a person is working on some feature that won't be finished for 2 years, then I think it is reasonable to try to predict card performance that far out and write to future hardware. In large part, that is what we did when we started

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Russell Suter
Curtis L. Olson wrote: I would recommend doing a net search for CLOD (continuous level of detail) and ROAM (I forget what that stands for.) Real-time Optimally Adapting Meshes. -- Russ Conway's Law: The structure of a system tends to mirror the structure of the group producing it. -- Mel

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Andy Ross
[Heh, this turned out longer than I expected when I started writing...] Curtis L. Olson wrote: I would recommend doing a net search for CLOD (continuous level of detail) and ROAM (I forget what that stands for.) There are a lot of spiffy demos out there. However, there are some non-trivial

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Martin Spott
Andy Ross [EMAIL PROTECTED] wrote: Oliver C. wrote: Does dumping plib mean that we can choose something like the SDL library for the OpenGL initialization? No, that means dumping glut. Earlier plib versions had a glut dependency, but I believe that has been removed from current versions.

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread David Megginson
Paul Surgeon wrote: A corridor 100 km wide between Chicago (Illinois) and London (UK) (6378 km) would require about 311 GB of storage space using S3TC compression with a texture resolution of 1 meter/pixel. Probably half, that, actually, since a lot of the trip is over ocean. All the best,

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Mally
A corridor 100 km wide between Chicago (Illinois) and London (UK) (6378 km) would require about 311 GB of storage space using S3TC compression with a texture resolution of 1 meter/pixel. You can buy 320MB of hard disk space for a mere USD 275 (GBP 160) if you shop around. What sounds OTT

RE: [Flightgear-devel] Playing with textures

2003-12-02 Thread Norman Vine
David Megginson writes: Paul Surgeon wrote: A corridor 100 km wide between Chicago (Illinois) and London (UK) (6378 km) would require about 311 GB of storage space using S3TC compression with a texture resolution of 1 meter/pixel. Probably half, that, actually, since a lot of the

[Flightgear-devel] Playing with textures

2003-12-01 Thread Paul Surgeon
I made a tilable grass texture today. If anyone likes it and wants to use for some part of FG then let me know and I'll e-mail it to you. 1024x1024 RGB - 3MB I made it quite light to reflect the type of grass in my part of the world so if someone wants darker greens let me know and I'll tweak

Re: [Flightgear-devel] Playing with textures

2003-12-01 Thread Curtis L. Olson
Paul Surgeon writes: Now if I can just figure out how to change the mip mapping to not be so aggressive. It kills the texture detail far too close to the viewer and makes the screenshots look bad. The best thing I've seen for this is to enable anisotropic texture filtering for your card. On

Re: [Flightgear-devel] Playing with textures

2003-12-01 Thread Christian Mayer
Paul Surgeon schrieb: I made a tilable grass texture today. It looks great If anyone likes it and wants to use for some part of FG then let me know and I'll e-mail it to you. 1024x1024 RGB - 3MB 1024x1024 is *extremly* big for such a texture! We should try to render our terrain with

Re: [Flightgear-devel] Playing with textures

2003-12-01 Thread Josh Babcock
If you could define N multiple textures overtextures, you would get N^2 possible textures, which would really break up the patterns for a small memory cost. And while you're on the subject of We should try, I've always wondered about using multitextures with the top one off the ground. You

Re: [Flightgear-devel] Playing with textures

2003-12-01 Thread Curtis L. Olson
Josh Babcock writes: If you could define N multiple textures overtextures, you would get N^2 possible textures, which would really break up the patterns for a small memory cost. And while you're on the subject of We should try, I've always wondered about using multitextures with the top

Re: [Flightgear-devel] Playing with textures

2003-12-01 Thread David Megginson
Paul Surgeon wrote: I'm sure there will be protesters but this polygonal looking scenery is not very nice in my opinion. Yes it works but it doesn't even begin to resemble real life scenery. Out of curiosity has anyone ever used TerraScene? (synthetic scenery generation app for Fly! and Fly!2)

Re: [Flightgear-devel] Playing with textures

2003-12-01 Thread Andy Ross
Paul Surgeon wrote: Detail textures help but I they are not the answer. What is needed is new terrain rendering engine. :D I'm sure there will be protesters but this polygonal looking scenery is not very nice in my opinion. Yes it works but it doesn't even begin to resemble real life

Re: [Flightgear-devel] Playing with textures

2003-12-01 Thread Paul Surgeon
On Tuesday, 2 December 2003 00:12, David Megginson wrote: Yes, I did use it -- it was a very well-thought out little program, but it had some pretty disasterous problems: 1. The generated scenery was enormous: we couldn't dream of making worldwide scenery available online (TerraScene scenery

Re: [Flightgear-devel] Playing with textures

2003-12-01 Thread Paul Surgeon
On Tuesday, 2 December 2003 00:16, Andy Ross wrote: But the answer can't possibly be to blow 4MB of card memory per texture. There are dozens of terrain types. Even a 256MB megacard is going to run short when you spend your VRAM like that that. It would not work for the way the current

Re: [Flightgear-devel] Playing with textures

2003-12-01 Thread Andy Ross
Paul Surgeon wrote: Think along the lines of about 57MB for 400 km2 with the terrain directly under the aircraft at 1 meter/pixel resolution and then gradually tappering off to 8 meters/pixel in 5 steps to a distance of 10 km in all directions from the aircraft. That was my thinking when I

RE: [Flightgear-devel] Playing with textures

2003-12-01 Thread Jon Berndt
Could it be possible to create a rendering engine that allows us to fly from the ground up into space seamlessly? Many flight simulators have their limits at around 5 feet altitude so it would be great if we are able to fly higher in flightgear. This would be desirable for something like

Re: [Flightgear-devel] Playing with textures

2003-12-01 Thread Curtis L. Olson
Andy Ross writes: That was my thinking when I started, too. But your math is a little off. Getting to a worst case resolution of 1 texel per screen-space pixel with unique texturing requires *vast* amounts of memory. The anisotropy kills you; far-away texels might typically be rendered at