Mars VT by Dbrady
hi guest
flat mars has ugly artifacs in his texture because his format is DXT1
but MDIM texture has a overlay texture for give colour on it in very bad quality
MDIM texture work like normalmap and I think that MDIM is a 64k tx.
I think that the flat and normal map are better than MDIM texture.
Normal map is very good with flat map but with a texture shaded (MDIM)don't work well
but MDIM texture has a overlay texture for give colour on it in very bad quality
MDIM texture work like normalmap and I think that MDIM is a 64k tx.
I think that the flat and normal map are better than MDIM texture.
Normal map is very good with flat map but with a texture shaded (MDIM)don't work well
guest jo wrote:Have just improved Earth with 64k JMIIDDS, 32k night, 32k normal and 32k cloudmap. And it works faster then I thought.
At least in real time orbit with hubble or iss there are almost no jumps
when textures are loaded too slowly.
hmm thats odd, i use the same textures here except i switch off clouds and whenever i get close to earth the slide-show starts, 10-20 secs loading for every move i make... the only way i can watch this somehow smoothly is by switching to basic-rendering (no night-lights, no vertex)
my system:
AMD Athlon 2.6G+
1 Gig of PC333 MHz RAM
GF 5900 Ultra (128) MB
i've tried everything so far but celestia runs extremely slow
any tricks you can give me?
greets
phoenix
most recent celestia win32-SVN-build - use at your own risk (copy over existing 1.5.1 release)
What resolution are you running in Phoenix?
With usual texture load I can run Celestia at 1600x1200 with no problem. But get similar results as you when close to earth with 1024 tiles. Lowering my resolution to 1024x768 or so seems to abate the issue though. I think its due to too many tiles being onscreen at once with the higher resolution tiles.
With usual texture load I can run Celestia at 1600x1200 with no problem. But get similar results as you when close to earth with 1024 tiles. Lowering my resolution to 1024x768 or so seems to abate the issue though. I think its due to too many tiles being onscreen at once with the higher resolution tiles.
oops forget to login, that last posting was me
most recent celestia win32-SVN-build - use at your own risk (copy over existing 1.5.1 release)