On Tue, 2011-11-22 at 21:44 +0200, Adrian Musceac wrote:
> The problem with small textures is that patterns on them become very visible
> at high altitudes. On the other hand, good textures with no visible repeating
> features are quite hard to obtain. I've tested on my setup with up to
> 4096x4
Am 22.11.11 20:50, schrieb Emilian Huminiuc:
>
> - on-disk size depends on texture size, amount of colour variation in the
> texture and compression method.
> (a 4096x4096px texture can be as big as 10 to 30 MB if compressed as png, or
> ~20MB if compressed as dxt5 .dds, or ~10MB if compressed as d
Am 22.11.11 20:44, schrieb Adrian Musceac:
>
> The problem with small textures is that patterns on them become very visible
> at high altitudes. On the other hand, good textures with no visible repeating
> features are quite hard to obtain.
Adrian, you might have a look what the crop shader does
While we're on the subject of texture size, I'll expand a bit on the
background issues:
First, there are a couple of technical limitations: power of two sizes,
and a maximum texture size of 4096x4096.
Getting the technical part out of the way we come to the tricky part. My
opinion is that texture
On Tuesday, November 22, 2011 19:09:27 Erik Hofman wrote:
> That sounds about right.
>
> > I think the new work from Emilian/Vivian needs some new policy for the
> > .dds files. I see formats up to 2048 x 2048 pixel size.
>
> That might be a good idea, but it's also a good idea to check if it is
On Tue, 2011-11-22 at 18:02 +0100, HB-GRAL wrote:
> Hi Adrian
>
> The "old" policy for sizes in PNG format was (Erik, please correct when
> I am wrong):
>
> - 256 x 256 Pixel size for "lowest resolution" in folder Terrain
> - 512 x 512 Pixel size for higher resolution in folder Terrain.high
> -
Am 22.11.11 15:06, schrieb Adrian Musceac:
> Hi Yves,
> The issue here is that some of these textures are really large, and thus have
> the potential to limit performance for users with lower-end machines.
> Thus, I'm interested in guidelines/policies regarding texturing the terrain,
> what sizes a
Hi Yves,
The issue here is that some of these textures are really large, and thus have
the potential to limit performance for users with lower-end machines.
Thus, I'm interested in guidelines/policies regarding texturing the terrain,
what sizes are recommended or usable etc.
I also agree about ab
Hi Adrian
I think quality textures like yours goes directly to the main repo ? On
the other hand I heared there is probably central "scenery repo" coming
up (a separate repository and/or database). Maybe also for developing
textures and to store "origins" or base material ?
Green as I am I sta
Hi everybody,
I have been doing recently some terrain textures experiments, mainly using
aerial imagery from USGS and some personal photographs. I have managed to get
a number of high resolution textures, and was wondering what the official
policy is regarding terrain, and whether they would be
Hi Syd,
syd schrieb:
> Looking for ways to increase framerates , the biggest hits are scenery
> visibility, airport lights (though I don't understand that one , they
> used to have no effect if I turned off Enhanced Lighting)
Try to switch enhanced airport lights in the night, not at day.
Maik
--
Hi all ,
I have a few questions about the terrain textures...
Fantastic job by the way ... ! I just cant outfly the textures like I
could in MSFS, no matter how hard I try :)
I have noticed that the texture scale is a bit small , city's in
particular.My little Bravo easily spans a 4 lane street
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