Re: [Flightgear-devel] Flightgear-devel Digest, Vol 89, Issue 11

2013-09-26 Thread Tomash Brechko
Keep in mind that texture resolution alone doesn't tell you much unless you
know how much surface area is fitted into it.  Some planes fit both sides
of wings, fuselage, gears and much more into a single rectangle so it being
of hi-res doesn't mean that you can see every grain of sand on a tire.


2013/9/26 BARANGER Emmanuel 

> I tried many times to explain this. But it seems that some do not want to
> understand: (
>


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  Tomash Brechko
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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 89, Issue 11

2013-09-26 Thread BARANGER Emmanuel
Le 26/09/2013 12:30, [email protected] a 
écrit :



Message: 8
Date: Thu, 26 Sep 2013 06:18:53 +
From: Renk Thorsten
Subject: Re: [Flightgear-devel] Mipmapping of liveries
To: FlightGear developers discussions

Message-ID:
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

--
BARANGER Emmanuel

http://helijah.free.fr

http://embaranger.free.fr

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