Erratic Virtual Textures on big planets
Posted: 15.05.2006, 11:47
Celestia 1.4.1 for OSX, nvidia geforce 64 mb, 1GB ram:
Two problems with VTs on very big planets:
1) If the planet has any oblateness, the virtual textures aren??t working on higher levels - level 8-10) (they flicker on and off, and more or less disappears everywhere exept right ahead of the camera). The size of the VT has nothing t do with it (it happens with both 512k and 1024k tiles).
I reported this once before, a couple of years ago, but now i have encountered it again, in 1.4.1.
2) Much stranger:
If a ring for the planet is defined in the ssc file, levels above level 7 aren??t drawn. This is regardless of tilesize, and also of the size of the ring texture: if i comment out the actual ring texture but leave the definitions of it in, the problem still persists. Even if the rings are outside camera view.
If i comment out the entire ring definition, levels 7-10 work as they should.
- rthorvald
Two problems with VTs on very big planets:
1) If the planet has any oblateness, the virtual textures aren??t working on higher levels - level 8-10) (they flicker on and off, and more or less disappears everywhere exept right ahead of the camera). The size of the VT has nothing t do with it (it happens with both 512k and 1024k tiles).
I reported this once before, a couple of years ago, but now i have encountered it again, in 1.4.1.
2) Much stranger:
If a ring for the planet is defined in the ssc file, levels above level 7 aren??t drawn. This is regardless of tilesize, and also of the size of the ring texture: if i comment out the actual ring texture but leave the definitions of it in, the problem still persists. Even if the rings are outside camera view.
If i comment out the entire ring definition, levels 7-10 work as they should.
- rthorvald