Virtual Textures
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I guess that it's me. I have 3 levels of the texture I worked on and already uploaded levels 0 and 1. The zip files are at http://www.geocities.com/bryanhf2002/celestia/celestia.html
The links for level 2 are there but I have not uploaded these files yet and will start after posting this message.
*edit: Now I am done uploading all of the zip files.
Brendan
The links for level 2 are there but I have not uploaded these files yet and will start after posting this message.
*edit: Now I am done uploading all of the zip files.
Brendan
Last edited by Brendan on 13.08.2003, 01:46, edited 1 time in total.
Brendan wrote:I guess that it's me.
Brendan
Well done Brendan, your work and your explanation pushes me to try my own way on the virtual textures .
Thanks a lot!
Andrea
"Something is always better than nothing!"
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did anyone get it downloaded?
Brendan,
I'm afriad your site has passed its bandwidth limit. Did anyone get a chance to download his texture set and can someone set up a mirror?
Perhaps Chris will allow these files to be hosted on the shatters server.
I can't wait to try these out.
thanks for all the work,
Walton
I'm afriad your site has passed its bandwidth limit. Did anyone get a chance to download his texture set and can someone set up a mirror?
Perhaps Chris will allow these files to be hosted on the shatters server.
I can't wait to try these out.
thanks for all the work,
Walton
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I looked at the Geocities page and found that their free service has 3gb bandwidth per month measured hourly. What exactly does that mean?
It would be nice to have those files to be on the shatters server or other mirror so people could try it out to see how well the new feature works. How could that be set up?
Brendan
It would be nice to have those files to be on the shatters server or other mirror so people could try it out to see how well the new feature works. How could that be set up?
Brendan
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DarkEvilCelestia wrote:AFTER WAITING 4 hours.....
I tried it, it works well. BUT, it runs a bit slower than using a whole 16k texture. I thought it was suppose to speed up things.
My card is a Radeon 7000 and the OpenGL info in Celestia says that the maximum texture size was 2k so a 16k texture would take forever to load on my system so I guess that they are faster for some people.
Brendan
I think it also depends on how you look at the planet.
If you're interested in looking at just a few locations in detail, then loading only the high-resolution images for just those places will be quick. If you don't look at most of the planet, most of the images won't get loaded. In fact, you can simply exclude the pictures of areas that you're not interested in from most of the directories. Celestia won't spend any time not loading them and they'll be shown at low resolution.
If you're interested in looking a most of the planet in detail, then loading a single high resolution image is better. It will take a long time to load the texture into the graphics card, but then you can spin it any-which-way.
If you're interested in looking at just a few locations in detail, then loading only the high-resolution images for just those places will be quick. If you don't look at most of the planet, most of the images won't get loaded. In fact, you can simply exclude the pictures of areas that you're not interested in from most of the directories. Celestia won't spend any time not loading them and they'll be shown at low resolution.
If you're interested in looking a most of the planet in detail, then loading a single high resolution image is better. It will take a long time to load the texture into the graphics card, but then you can spin it any-which-way.
Selden
- t00fri
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For me virtual textures are working amazingly well. I have an old GeForce2 GTS/32MB NVIDIA card and can nevertheless now run a complete set of 16k (earth) textures smoothliy as silk (15-20fps at 1600x1200px)! I use a 2k tilesize and a complete set of tiles up to an effective resolution of 16k for the base texture, the normal map, the night lights and the spec file. Only occasionally, there is a little 'jumpyness' to be noticed during reloading of tiles.
Using my script 'virtualtex' the generation of tiles is running automatically in the background...Virtualtex works like a horse;-)...I am in the process of generating tiles with 'virtualtex' for all bodies where hires textures are available.
Bye Fridger
Using my script 'virtualtex' the generation of tiles is running automatically in the background...Virtualtex works like a horse;-)...I am in the process of generating tiles with 'virtualtex' for all bodies where hires textures are available.
Bye Fridger
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- John Van Vliet
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re
no 32k yet i just got it working for level0 and 1 with 1024x1024 tiles
see my bug report there seams to be a problem with them over laping
see my bug report there seams to be a problem with them over laping