Interesting! Any way we can see this example "live"? I'd love to experiment 
with it in the 744's cockpit, but that'll have to wait till after next weeks 
exams...

> If you want to do the same detail level using conventional texturing, you 
> need a texture resolution of 25600x6400 (I'm guessing no GPU can even process 
> this).

You could split the deck to create a square texture of 12800x12800, which is 
something my (laptop!) GPU can handle. I've been experimenting with 16384x16384 
textures lately and didn't run into trouble, apart from a 32bits build running 
out of memory when adding a second texture. But that's a little overdone for 
something as "small" as a carrier deck :-)

Cheers,
Gijs

> From: thorsten.i.r...@jyu.fi
> To: flightgear-devel@lists.sourceforge.net
> Date: Tue, 25 Jun 2013 09:13:47 +0000
> Subject: [Flightgear-devel] Grain texture for models - a demo
> 
> 
> Since the idea hasn't really caught with modelers yet, I've tried to get a 
> more practical demo of the virtue of a grain texture and tried to put a grain 
> effect on the Vinson flightdeck (I've always felt that the homogeneous grey 
> color doesn't justice to the details of the model otherwise).
> 
> Here's a comparison
> 
> http://users.jyu.fi/~trenk/pics/vinson_with_grain.jpg
> 
> http://users.jyu.fi/~trenk/pics/vinson_without_grain.jpg
> 
> In my personal view, this makes a hell of a difference. I'm not getting any 
> visible framerate difference, and the GPU memory has to hold just a single 
> 512x512 texture more. If you want to do the same detail level using 
> conventional texturing, you need a texture resolution of 25600x6400 (I'm 
> guessing no GPU can even process this).
> 
> There's (unfortunately) a catch - the screenshots are taken on the landing 
> strip where the uv-mapping is very homogeneous, but to my surprise I 
> discovered that the rest of the flightdeck has a rather inhomogeneous 
> uv-mapping, i.e. to make the Vinson really make use of the grain effect, the 
> uv-mapping of the Flightdeck would have to be redone.
> 
> Vinson crew - anyone interested? I'm happy to send the effect definition and 
> the grain texture. 
> 
> We can use this whenever a model has a large crufely textured surface and 
> just should get some hint of metal surface (or any other structure - we can 
> do concrete or wood just as well) - it's tremendous texture resolution for 
> cheap. But I'm a coder, not a modeler, for me things like changing the 
> uv-mapping take unreasonably long, so I would really hope to get folks from 
> modeling interested.
> 
> * Thorsten
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