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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