On June 7, 2004 09:56 pm, Curtis L. Olson wrote: > 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. This is great news.
> 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. Would you mind explaining what anisotropic texture means? Thanks, Ampere _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
