Re: [Flightgear-devel] Night textures: two files vs. textranslate

2011-05-06 Thread Thomas Albrecht
Heiko, Emilian,

thanks for your answers! 

@Heiko: The wiki article correctly describes the textranslate method. What 
puzzled me was that it says the previous, two-file solution would no longer 
work. Well, apparently it does here...

http://flightgear.org/forums/viewtopic.php?f=5t=11870#p123517

@Emilian: I wasn't aware of that lightmap effect, thanks for the heads-up! It 
would certainly suit better here.

Cheers,
Tom


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[Flightgear-devel] Night textures: two files vs. textranslate

2011-04-30 Thread Thomas Albrecht
Dear all,

I'm in the process of converting X-Plane scenery to FG. As far as I 
understood, X-Plane uses two separate texture files for day/night lighting.

The FG wiki 
(http://wiki.flightgear.org/Howto:_Illuminate_faces#Changing_texture_if_illuminated)
says
This does not work with any version newer than v1.0!

However, I just tried this with my GIT (compiled somewhen in Feb 2011), and it 
worked nicely. Is this way of night texturing deprecated/obsolete? Any 
significant downsides to it?

I also tried the textranslate method, but when I put the day/night textures, 
say van.png and van_LIT.png each 256 x 256), into one file (512 x 256) and 
make up an .xml as described in the wiki, both day and night textures look 
distorted in FG. 

I assume the mapping specified in the .ac is no longer correct when I change 
the size of the texture file? I have no experience with UV mapping though.

Any ideas?
Tom


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Re: [Flightgear-devel] Night textures: two files vs. textranslate

2011-04-30 Thread Emilian Huminiuc
On Saturday 30 April 2011 13:15:30 Thomas Albrecht wrote:
 Dear all,
 
 I also tried the textranslate method, but when I put the day/night
 textures, say van.png and van_LIT.png each 256 x 256), into one file (512
 x 256) and make up an .xml as described in the wiki, both day and night
 textures look distorted in FG.
 
 I assume the mapping specified in the .ac is no longer correct when I
 change the size of the texture file? I have no experience with UV mapping
 though.
 
 Any ideas?
 Tom
You would have to remap the respective faces to use just half of the texture. 
Otherways they use the whole texture and what you see as distorted is in fact 
both day and night displayed at once.
Using separate files induces a slight delay as the night texture is loaded, and 
it's mipmaps get generated but might help with memory usage, as you're using 
only half the videoram than with the big two-in-one.

HTH
Emilian.

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Re: [Flightgear-devel] Night textures: two files vs. textranslate

2011-04-30 Thread Heiko Schulz
Hello,

 Thomas Albrecht wrote:
  Dear all,
  
  I also tried the textranslate method, but when I put
 the day/night
  textures, say van.png and van_LIT.png each 256 x 256),
 into one file (512
  x 256) and make up an .xml as described in the wiki,
 both day and night
  textures look distorted in FG.
  
  I assume the mapping specified in the .ac is no longer
 correct when I
  change the size of the texture file? I have no
 experience with UV mapping
  though.
  
  Any ideas?
  Tom
 You would have to remap the respective faces to use just
 half of the texture. 
 Otherways they use the whole texture and what you see as
 distorted is in fact 
 both day and night displayed at once.
 Using separate files induces a slight delay as the night
 texture is loaded, and 
 it's mipmaps get generated but might help with memory
 usage, as you're using 
 only half the videoram than with the big two-in-one.
 
 HTH
 Emilian.
 

@Tom: 
The article in the wiki is outdated. Indeed nighttextures with textranslate are 
working in GIT since a whole while. If it works without textranslating, like 
described in the wiki-article, I can't tell.
Never tried yet. 

With textranslate you have to change the UVmap. Means, when you have put night 
and day textures beside (x-direction) into one texture file, the UVMap has to 
be reduced in size (in x-direction) exactly the half.
You may want to take a look into FGdata/Models/Airport to see how it works.

@Emilian:
According to Tim Moore, FGFS's graphic specialists it is recommended to have 
large texture files, instead many smalls.

See also here: http://wiki.flightgear.org/Howto:_Improve_Framerates

Cheers
Heiko



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Re: [Flightgear-devel] Night textures: two files vs. textranslate

2011-04-30 Thread Emilian Huminiuc
On Saturday 30 April 2011 14:21:23 Heiko Schulz wrote:
 @Emilian:
 According to Tim Moore, FGFS's graphic specialists it is recommended to
 have large texture files, instead many smalls.
 
 See also here: http://wiki.flightgear.org/Howto:_Improve_Framerates
 
 Cheers
 Heiko
 
Hmm, that depends. If those textures should be displayed all the time (like a 
livery), then yeah, I agree, one big texture is better than many smaller ones, 
also depending on your texturing needs. On the other hand, if you're not 
displaying half the texture most of the time, I think that's wasted VRAM, that 
could be freed for another texture of the same size. This might seem just a 
bit of wasted memory, but when you have 10-15 different buildings with such 
textures things start to add up, and you'd be using as much memory as for 
20-30 different buildings, and where you have a detailed village you could have 
two or more.

Just my o.o2RON on the matter :P
Emilian

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Re: [Flightgear-devel] Night textures: two files vs. textranslate

2011-04-30 Thread Heiko Schulz
Hello,


  
 Hmm, that depends. If those textures should be displayed
 all the time (like a 
 livery), then yeah, I agree, one big texture is better than
 many smaller ones, 
 also depending on your texturing needs. On the other hand,
 if you're not 
 displaying half the texture most of the time, I think
 that's wasted VRAM, that 
 could be freed for another texture of the same size. This
 might seem just a 
 bit of wasted memory, but when you have 10-15 different
 buildings with such 
 textures things start to add up, and you'd be using as much
 memory as for 
 20-30 different buildings, and where you have a detailed
 village you could have 
 two or more.
 
 Just my o.o2RON on the matter :P
 Emilian
 

Yes, interesting thought, I understand. But I always thought that the process 
of loading and unloading textures settles down the perfomance and that'y why it 
is better to have them only loaded once and keep them in VRAM.

But maybe this only true when you not use any .dds-textures. I guess with 
.dds-textures  it would make sense to have them then seperated. 

Cheers
Heiko


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Re: [Flightgear-devel] Night textures: two files vs. textranslate

2011-04-30 Thread Emilian Huminiuc
On another note, for a case like the village house presented in the wiki I 
would suggest another aproach:

Better make the windows separate faces, and just give them emission at night 
with the material animation.  (a couple of extra vertices are way less 
resource hungry compared to a 256x256 part of a texture ;) ).
Switching the whole texture is good for big buildings that have illuminated 
facades, not just the windows. And that would better be achieved with the 
lightmap effect (which can use a lower resolution lightmap compared to the main 
texture), combined with the emission method for windows and other features 
where that's needed. That would make a better usage of textures and reduce the 
needed resources.

Again just my o.o2RON
Emilian.

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