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 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
an aspect ratio of 10:1, forcing you to "waste" most of your card
memory on useless information.

The newer anisotropy controls might help with that, but coding the
management intelligence for that is very non-trivial.  Think of a
texture that is viewed diagonally: anisotropy won't help; you need to
rotate it to match the "texel grain" to get anything better than a
factor of two benefit.

> Then we haven't even started to discuss stuff like S3TC texture
> compression which can drop the texture size down to about 10MB.  :)

This part I actually got working, sort of.  Dynamically generated
256x256 textures take about 1/30 second to generate on my GeForce3
(the limiting factor is the DMA to and from the card; the compression
itself is done on the CPU).  Using ATI's drivers, it was 1/3 of a
second or worse.  That just isn't useful for realtime stuff; the
driver would spend all of its time compressing textures and have no
time left for rendering.

Like I said; it ain't easy.  I tried, and failed.  I'm not saying it
won't work, mind you; I might pick up the problem again if I'm feeling
adventurous.  Ideas are free, and designs are cheap.  Code is all that
matters.

Andy



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