Talk:Switching default texture format to DDS: Difference between revisions

Jump to navigation Jump to search
no edit summary
No edit summary
Line 87: Line 87:
:::::--[[User:HHS|HHS]] ([[User talk:HHS|talk]]) 20:24, 6 September 2014 (UTC)
:::::--[[User:HHS|HHS]] ([[User talk:HHS|talk]]) 20:24, 6 September 2014 (UTC)
::::::The method I described can be very powerful for example, if the input file has the same file format that will be used directly by the graphics card. For example PNG or DDS. Only in the case that the input file is of a different format, such as JPG, BMP, SVG (with due caution;)), GIF etc will be necessary to undertake a transformation (format conversion) which will have a cost of process time , but when the file has been converted will be cached (LIFO), will can remain as long as its use will be sufficiently frequent. It is a technique similar to that which is adopted from hard drives that have a cache memory made ​​with two or three levels. Admit then that to convert from SVG to PNG / DDS files could be very interesting because the SVG format is very compact and allows to have, for example, liveries with different resolutions depending on the distance of the plane, in this case could be possible a marked improvement in display quality. For example it would be possible to have a livery high resolution when you look closely at the plane, or a livery with lower resolution when the plane is placed at a larger distance from the observation point.--[[User:Abassign|Abassign]] ([[User talk:Abassign|talk]]) 21:53, 6 September 2014 (UTC)
::::::The method I described can be very powerful for example, if the input file has the same file format that will be used directly by the graphics card. For example PNG or DDS. Only in the case that the input file is of a different format, such as JPG, BMP, SVG (with due caution;)), GIF etc will be necessary to undertake a transformation (format conversion) which will have a cost of process time , but when the file has been converted will be cached (LIFO), will can remain as long as its use will be sufficiently frequent. It is a technique similar to that which is adopted from hard drives that have a cache memory made ​​with two or three levels. Admit then that to convert from SVG to PNG / DDS files could be very interesting because the SVG format is very compact and allows to have, for example, liveries with different resolutions depending on the distance of the plane, in this case could be possible a marked improvement in display quality. For example it would be possible to have a livery high resolution when you look closely at the plane, or a livery with lower resolution when the plane is placed at a larger distance from the observation point.--[[User:Abassign|Abassign]] ([[User talk:Abassign|talk]]) 21:53, 6 September 2014 (UTC)
:::::::Thanks for the clarification, but we have this feature already. OSG is already creating such different resolutions, it is called mipmaps. Tim Moore and Mathias Fröhlich can describe this feature better and more detailed than I can do.
:::::::--[[User:HHS|HHS]] ([[User talk:HHS|talk]]) 10:49, 7 September 2014 (UTC)
884

edits

Navigation menu