Chris Metzler wrote:
Is there the ability to give a distance-dependancy to the textures
used on a model? Or, alternately, to have the specific model/texture
set used be distance-dependent? I'm aware that one can apply
distance-dependent effects to the xml file, but I haven't yet found
any docs about how that works (none in data/Docs, for instance).
If possible, then I might think that one could use a very very small
texture (little more than color) tiled over the face of an object at
large distances, then switch to something more detailed once closer.
Mipmapping does this for you automatically. The system stores several versions of the texture at reduced resolution. If the original texture is 256x256, then the system will also build a 128x128 version, 64x64, 32x32, 16x16, etc. Then the driver selects the texture resolution that best matches the screen resolution of each polygon it renders. There are cases where this doesn't work as well as you'd like (nearly edge on polygons get a much lower res texture than you'd hope for) but there are often work arounds such as anisotropic texture filtering (which is probably a driver option for most cards/drivers.)
Curt.
--
Curtis Olson http://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/
FlightGear Project http://www.flightgear.org
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