Re: [Plib-devel] Work outstanding.
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sjbaker
From: Steve B. <sjb...@ai...> - 2000-08-18 02:17:17
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Gil Carter wrote: > > <snip> > > >You could write a function that could monitor the frame rate and > >automatically try replacing texturing to look for swapping but I > >think that's about as far as you can go. > > I seem to recall people on the OpenGL Gamedev list talking a while ago > about manually adjusting the MIP map level bias so that you can force the > hardware to use smaller versions of the textures if you're swapping too > much. IOW, if your maximum texture size is 1024x1024, you drop back down > the MIP tree to use the 128x128 or 64x64 version temporarily to keep the > framerate up while your renderer gets settled again. OpenGL 1.2 allows you to clamp the texture map so it doesn't try to use a MIPmap level that you havn't used. Also, there is (IMHO) an error in the OpenGL specification for how the hardware picks which MIPmap to use - which results in a small amount of texture aliasing at some scales and orientations. Several OpenGL implementations allow you to 'bias' the chosen MIPmap level by some small amount in order to allow you a non-standard mapping function that will remove that last vestige of aliasing. > I guess that this idea can also be applied to having objects in the view > frustum which are distant but visible. For example, if your game has a > "god monster" as the final challenge for the user to overcome, the model > for that monster may well be very complex and heavily textured. If the > user can see the monster in the distance, it would be nice to be able to > load the lo-res versions of the model textures at first, and defer loading > of the more detailed levels in the MIP tree until you're getting close > enough to start using them. That should be simple enough to do - but the amount of storage for a level boss will never be all that large to warrant the hassle. Where it *is* useful is in things like flight simulation where you need to be able so render low detail terrain out 50 miles or more - but couldn't possibly afford to keep 2,500 square miles of terrain in memory at any one time. For texture mapping though, it's not a bad idea - but pretty hard to implement in a general manner. -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net |