Hi

I was laying in my bed yesternight and came up with an idea, and it has been bothering me ever since. I am very much a science fiction fan, so anything dealing with space renderings and space science is something I like.

In real life when you're gazing through a telescope, the star come out brighter but zooming in and out only increases the distance between the stars. There is no blurring or interpolation going on :-) Real space is slightly more complicated than a texture I guess.

In renderings we tend to use bitmaps to represent space. But when you zoom into these you get very large pixels that can also be smeared by interpolation (if set). Is there any comprehendable way within VSL to make a texture behave in this matter? If texture pixels are denser than screen, fine, interpolate. But if screen pixels are denser than texture pixels, I want to have the pixel centered to the texture pixel, adding black between the neighbouring pixels.

Any ideas if this is somewhat possible?

Karl

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