Modeling - Getting Started: Difference between revisions

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(Undo revision 71258 by Bigstones (talk) this is actually true, not only for modern cards.)
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=== Textures and Materials ===
=== Textures and Materials ===
{{FGCquote
  |Modern graphics cards can handle very large textures and huge numbers of vertices with minimal frame rate impact.  A typical scene in FlightGear (with clouds, buildings rivers, roads...) has millions of vertices which simply dwarfs a 17K aircraft making the aircraft model an insignificant factor.  The general rule is use enough vertices and large enough textures to make things look right and no more.  More recent aircraft efforts tend to have much higher vertex counts, much larger textures and a lot more detail then older work because of how capable modern hardware is.  It is not unusual to see newer aircraft exceeding 100K vertices.  For example the P-51D that will be released with 3.2 has an external model that is slightly over 100K vertices and this had a minimal frame rate impact on my (newer high end) hardware compared to the old 10K external model. <br/>
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If you can't see the difference between using a 512x512 instrument texture compared to a 256x256 texture then use the smaller texture.  But if you can see the difference then use the larger texture.  On modern hardware the difference in frame rate will be very small but it may impact those with older/slower/obsolete hardware in a noticeable way.  All of the instruments in the P-51D are 512x512 for larger gauges or 256x256 for smaller gauges and at least to me they have a sharp appearance even when zoomed in fairly close.  Many older aircraft use 128x128 textures for instruments but to me at least on the larger instruments on a very high resolution monitor these textures are a little bit fuzzy in appearance.  The other thing I do is I create the textures at much higher resolution and then scale it to final size.  This allows the scaling algorithm in the graphics package to apply anti aliasing during the scaling process which I think helps make the smaller textures look good since it reduces the appearance of jaggies.
  |{{cite web |url=http://forum.flightgear.org/viewtopic.php?p=216211#p216211
    |title=<nowiki>Re: key + animation</nowiki>
    |author=<nowiki>hvengel</nowiki>
    |date=<nowiki>Fri Aug 08</nowiki>
  }}
}}
* Use Materials on Objects instead of textures where possible, but...
* Use Materials on Objects instead of textures where possible, but...
* ...avoid mixing textured and untextured geometry in the same model. Build the coloring into the texture map instead. This is to prevent that the object gets split, and anyway, the [[File Formats#*.ac files|AC format]] supports only one texture per object.
* ...avoid mixing textured and untextured geometry in the same model. Build the coloring into the texture map instead. This is to prevent that the object gets split, and anyway, the [[File Formats#*.ac files|AC format]] supports only one texture per object.

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