Re: [Plib-devel] texture repeating
Brought to you by:
sjbaker
From: Curtis L. O. <cu...@me...> - 2000-08-25 14:55:53
|
Steve Baker writes: > Yes - hence my comment about the applicability of RIPmapping. That's the > simplest form of anisotropic mapping - and it would be pretty easy > to implement on modern 3D hardware (but AFAIK, they are NOT > currently designed to do that...although Cass's paper suggests that > maybe nVidia DO have the relevent hardware). > > Angus' implementation is also in OpenGL - but entails picking the appropriate > map in realtime. > > There are other (and better) ways to do anisotropic mapping - but all the > other alternatives (that I'm aware of) do very bad things to pixel fill > rates. But it's all rather academic - these things are not implemented - so > we are somewhat screwed. > > > Would anisotropic texturing help Curt's problems in Flightgear? > > Yes - it would help the 'texture going fuzzy on approach' problem...although > whether it's worth the effort *just* for the nVidia cards....? Steve, I notice that the X-Plane flight sim (www.x-plane.com) gets around the mipmap bluring problem by completely turning mipmapping off. The tradeoff is the class pixel mishmash ... Just for fun, is there an easy way to turn off mipmap generation in ssg? Perhaps for lower end cards I could just give the user a chance to choose their poison ... Curt. -- Curtis Olson Human Factors Research Lab Flight Gear Project Twin Cities cu...@hf... cu...@fl... Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org |