Re: [Plib-devel] texture repeating
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From: Gil C. <g.c...@ca...> - 2000-08-25 06:00:42
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At 11:53 PM 8/24/00 -0500, Steve wrote: <snip> >At work, we don't use texture for runway markings - but in the absence >of antialiased polygon edges, you don't have a whole lot of choice... >although I've been playing with antialiasing on the GeForce cards - and >it looks pretty good...*almost* identical to SGI's ONYX in quality - >perhaps even slightly better at some angles. A chance for me to pick Steve's brains :-) Runways are the classic application for anisotropic texture mapping aren't they? Angus Dorbie's demos for Performer show it pretty nicely at http://www.sgi.com/software/performer/brew/anisotropic.html Interestingly, Cass Everitt from nVidia has recently posted a whitepaper on anisotropic texture mapping in OpenGL (in MS Word format of course...) at: http://www.nvidia.com/Marketing/Developer/DevRel.nsf/bookmark/9944854B211F6FC98825691F005C7EEF plus a simple demo showing GL_EXT_texture_filter_anisotropic on nVidia hardware. Source is available, and I think it's just a GLUT application so it might build under Linux. Would anisotropic texturing help Curt's problems in Flightgear? Thanks, Gil |