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 distance ... that also yields a corresponding
> texture blurry->sharp "popping" effect as you get closer to a new
> area.  And because the system typically has to do this stuff in a low
> priority thread to keep up rendering rates, you can see by the popping
> that the detail texture loading often lags and doesn't pop into full
> detail until you are right over it.
>
> Just for fun, sit down and assume 1 meter texture resolution, assume
> you are flying at 500 kts, and assume something like 20 mile visible
> radius.  Now crunch the math on how much data you have to flow in from
> your HD per second or per frame, and you will see that it is a *lot*
> of work. 

Couldn't we load the whole data into RAM before?
1 GB Ram are cheap today.

Best Regards,
 Oliver C.


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