chris,
per your request here are two images. there are three more located on the same folder in my webspace.
Additionally, If I look at enough of the earth's surface at level5 (512x512) eventually I run out of memory and virtual memory. At the time I was only using 200M of virtual space but have 800M of RAM. I plan to create full level8 tileset (64x64) just to completely stress test the current virtual texture implementation. Although the 175,000 tiles may do more to stress my filesystem than anything else.
cheers,
walton[/img]
32k Resolution, 'Virtualtex' and Dim Sam;-)
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Topic authort00fri
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Re: screenshots
wcomer wrote:chris,
per your request here are two images. there are three more located on the same folder in my webspace.
Additionally, If I look at enough of the earth's surface at level5 (512x512) eventually I run out of memory and virtual memory. At the time I was only using 200M of virtual space but have 800M of RAM. I plan to create full level8 tileset (64x64) just to completely stress test the current virtual texture implementation. Although the 175,000 tiles may do more to stress my filesystem than anything else.
cheers,
walton[/img]
Walton,
these artifacts I never encountered, despite having started my investigations also with *.png. 175000 tiles (!) really give me an "adrenaline schock";-)
Bye Fridger
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Additionally, If I look at enough of the earth's surface at level5 (512x512) eventually I run out of memory and virtual memory. At the time I was only using 200M of virtual space but have 800M of RAM. I plan to create full level8 tileset (64x64) just to completely stress test the current virtual texture implementation. Although the 175,000 tiles may do more to stress my filesystem than anything else.
I'd advise against using 64x64 tiles . . . There's no hard limit in Celestia to the number of tiles allowed, but I think it may tax the OpenGL driver without providing any significant benefit. I still need to finish testing and then check in my texture tile eviction code--this is the real solution to your out of memory problem.
--Chris
These are the two buggy tiles from the previously posted images.
The first is a level5 tile.
http://home.earthlink.net/~waltoncomer/ ... _16_17.png
The second is a level3 tile.
http://home.earthlink.net/~waltoncomer/ ... tx_2_3.png
If the problem IS with the alpha channel let me know.
cheers,
Walton
The first is a level5 tile.
http://home.earthlink.net/~waltoncomer/ ... _16_17.png
The second is a level3 tile.
http://home.earthlink.net/~waltoncomer/ ... tx_2_3.png
If the problem IS with the alpha channel let me know.
cheers,
Walton
Don,
No need to be in a camp of one by the look of it anyway, I don't see the logic of your distinction between space exploration and high resolution imaging. Celestia obviously doesn't offer the actual travel experience, even with a rumblepack joystick, so isn't the other main point of traversing space to look as closely and in as much detail as possible at the interesting objects that surround us. Otherwise, why did anyone bother fixing the Hubble telescope, it was sending back some very pretty pictures, just a bit fuzzy..I will certainly be getting a set of tiles that show my backyard, if it becomes easy enough for me to do, and without dedicating my entire computer to it, doesnt mean I'm not interested in out there.
respectfully,
ziggy
No need to be in a camp of one by the look of it anyway, I don't see the logic of your distinction between space exploration and high resolution imaging. Celestia obviously doesn't offer the actual travel experience, even with a rumblepack joystick, so isn't the other main point of traversing space to look as closely and in as much detail as possible at the interesting objects that surround us. Otherwise, why did anyone bother fixing the Hubble telescope, it was sending back some very pretty pictures, just a bit fuzzy..I will certainly be getting a set of tiles that show my backyard, if it becomes easy enough for me to do, and without dedicating my entire computer to it, doesnt mean I'm not interested in out there.
respectfully,
ziggy
Redfish, you are right I hate horizontal scrolling as wlel, so my appologies for having posted too wide images.
Followup: Chris and Fridger, I rebuilt the blue marble virtual texture but with -dxt1c dds files. Not surprisingly the problems I had had with the png's do not show up with .dds files.
Walton
Followup: Chris and Fridger, I rebuilt the blue marble virtual texture but with -dxt1c dds files. Not surprisingly the problems I had had with the png's do not show up with .dds files.
Walton