Michael Jones (mtj++at++babar)
Tue, 27 Dec 1994 16:45:59 -0800
:At the time we are dealing with three levels of detail. We are working on a
:4 Mbyte texture RAM Onyx. In order not to run out of texture RAM it probably
:will be inevitable to introduce the concept of LODs into the texturing, too.
Yes.
:Is there an easy (and RAM saving) way to realise texture LODs, eventually
:preventing the possibility of incrementally loading higher LODs?
If you can do without MIP-mapping, you can us the "subtexload()" command
to perform incremental updates to your terrain texture as you fly. This is the
most commonly implemented RealityEngine approach to huge terrain texture
processing.
:In order to realise the incremental loading is it possible to expand the
actual
:texture bitmap in a fast way and then add details to the expanded texels?
Not that I know of.
--Be seeing you, Phone:415.390.1455 Fax:415.390.2658 M/S:8U-590 Michael T. Jones Silicon Graphics, Advanced Graphics Division mtj++at++sgi.com 2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311
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