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. _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel