Virtual Textures

Tips for creating and manipulating planet textures for Celestia.
Guest

Virtual Textures

Post #1by Guest » 12.08.2003, 02:10

Who is gonna be the first to let us download a set of these?

Brendan
Posts: 296
Joined: 15.07.2003
With us: 21 years 4 months
Location: Bellows Falls, VT
Contact:

Post #2by Brendan » 12.08.2003, 22:12

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
Last edited by Brendan on 13.08.2003, 01:46, edited 1 time in total.

ANDREA
Posts: 1543
Joined: 01.06.2002
With us: 22 years 5 months
Location: Rome, ITALY

Post #3by ANDREA » 12.08.2003, 23:04

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 :D .
Thanks a lot!

Andrea
"Something is always better than nothing!"
HP Omen 15-DC1040nl- Intel® Core i7 9750H, 2.6/4.5 GHz- 1TB PCIe NVMe M.2 SSD+ 1TB SATA 6 SSD- 32GB SDRAM DDR4 2666 MHz- Nvidia GeForce GTX 1660 Ti 6 GB-WIN 11 PRO

wcomer
Posts: 179
Joined: 19.06.2003
With us: 21 years 5 months
Location: New York City

did anyone get it downloaded?

Post #4by wcomer » 13.08.2003, 03:04

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

Guest

Post #5by Guest » 13.08.2003, 03:46

stupid bandwidth! Can you host it on shatters.net?

Brendan
Posts: 296
Joined: 15.07.2003
With us: 21 years 4 months
Location: Bellows Falls, VT
Contact:

Post #6by Brendan » 13.08.2003, 08:27

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

Guest

Post #7by Guest » 13.08.2003, 18:04

Thats only 4MB an hour... You can't even download all those files without waiting 3hours and thats for 1 person.

DarkEvilCelestia

Post #8by DarkEvilCelestia » 13.08.2003, 18:07

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.

Brendan
Posts: 296
Joined: 15.07.2003
With us: 21 years 4 months
Location: Bellows Falls, VT
Contact:

Post #9by Brendan » 13.08.2003, 20:41

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

Avatar
selden
Developer
Posts: 10192
Joined: 04.09.2002
With us: 22 years 2 months
Location: NY, USA

Post #10by selden » 13.08.2003, 21:52

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.
Selden

Avatar
t00fri
Developer
Posts: 8772
Joined: 29.03.2002
Age: 22
With us: 22 years 7 months
Location: Hamburg, Germany

Post #11by t00fri » 13.08.2003, 22:16

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

Mikeydude750
Posts: 169
Joined: 31.01.2002
With us: 22 years 9 months
Location: Wisconsin

Post #12by Mikeydude750 » 13.08.2003, 23:02

Does anyone have any virtual texture sets that include 32k textures at the highest resolution level?

Avatar
John Van Vliet
Posts: 2944
Joined: 28.08.2002
With us: 22 years 2 months

re

Post #13by John Van Vliet » 14.08.2003, 10:52

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
Image


Return to “Textures”