Le 26/09/2013 12:30, flightgear-devel-requ...@lists.sourceforge.net a écrit :

Message: 8
Date: Thu, 26 Sep 2013 06:18:53 +0000
From: Renk Thorsten<thorsten.i.r...@jyu.fi>
Subject: Re: [Flightgear-devel] Mipmapping of liveries
To: FlightGear developers discussions
Content-Type: text/plain; charset="us-ascii"
In contrast, planes typically map to areas of 10x10m, so using a 2048x2048 
texture gives you a 5 mm resolution. Assuming a FOV of 60 deg, you need to be 
closer to 4 m to the MP plane to actually get to see the hires texture. I think 
it's fair to say that you'll almost never reach that distance, so you're 
spending lots of memory on things which you'll never get to see in flight. 
Assuming you see MP planes from at best 40 m distance, a 256x256 sheet is quite 
enough. For the same reason, it makes a lot of sense*not*  to render the plane 
interior of MP planes.
Hi :)

I tried many times to explain this. But it seems that some do not want to understand: ( A very simple example. Study the T6 Texan. It has textures in 1024x1024 and each in 2048x2048. Place to 6 or 7 meters from the airplane and move from one to the other (High-> Low - Low-> High). The differences are so minimal that there is no interest to use High textures for the planes lol

Unless, of course, want to stick your nose on the fuselage. This is not very convenient for flying.

By cons, for all the creators of aircraft textures. I do give one piece of advice. Work in 2048x2048 (or better in 4096x4096). And once all the work is completed, reduce the size for 1024x1024. the results will be perfect in 99% of cases. But if it is only the desire to show your talent at all in this case, always remember the users. Always the users. Provide your textures in both resolutions. High for your pleasure, and low for all users.

Regards Emmanuel




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