Paul Surgeon writes: > > On Thursday, 13 November 2003 00:36, Norman Vine wrote: > > One way todo this is to always use the same size texture so as to > > be able to use glTexSubImage2D() to control the level of detail and > > mipmaping ourselves. > > Easiest todo this if the scenery is laid out so when you go to > > a lower level texture it covers 4 times the area and visa versa > > I object! :) > > That works great for textures that are tilable/repeatable but what about > aerial/satelite photos? You don't want to stretch an aerial photo at all let > alone over 4 times the area. > > Aerial photos can be mipmapped and loaded into video memory without a high res > level but it's texture co-ords must still be tied to the same geographic > co-ords, otherwise my 10 meter long "hanger" suddenly becomes 40 meters long > and shifts a couple of kms from where it's meant to be.
No problem the LOD image that you load is a composite of the subsampled mosaic of the 4 higher res images.. The hanger keeps getting half as large tied to the same spot until it disapears. Cheers Norman _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel