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Author Topic:   Texture memory managment
Zurawski
Pilot
posted 06-21- 09:25 AM     Click Here to See the Profile for Zurawski   Click Here to Email Zurawski     Edit/Delete Message   Reply w/Quote
OK...

As some of you may or may-not know I'm doing models for IL-2. The way IL-2 magages texture memory is that it uses different texture sizes for different LODS.

LOD level 1 & 2 = 512x512

LOD level 3 = 256

LOD level 4 = 128

LOD level 5 = 64


This "seems" to be an efficient way to manage texture memory. Obviously if the plane is a blury dot on the horizon it doesn't need a 512x512 texture does it?

Question... Will this work in FS? I ask this because with the advent of the higher texture possibilities of the patch, I forsee people using higher texture limits. If this is feasable, this will allow higher textures to be used, yet not overly tax the games engine.

What think you?

[This message has been edited by Zurawski (edited 06-21-2001).]

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Pachy
Pilot
posted 06-21- 09:48 AM     Click Here to See the Profile for Pachy   Click Here to Email Pachy     Edit/Delete Message   Reply w/Quote
quote:
What think you?

Why you talking same as Oleg?

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Maury Markowitz
Pilot
posted 06-21- 12:53 PM     Click Here to See the Profile for Maury Markowitz   Click Here to Email Maury Markowitz     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by Zurawski:
This "seems" to be an efficient way to manage texture memory. Obviously if the plane is a blury dot on the horizon it doesn't need a 512x512 texture does it?

This does mean more loads though, as (if) the planes approach you. You might want to spool that off to another worker thread that idles out, instead of clogging the code in the main thread.

Maury

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Zurawski
Pilot
posted 06-21- 12:57 PM     Click Here to See the Profile for Zurawski   Click Here to Email Zurawski     Edit/Delete Message   Reply w/Quote
...Patchy,

Dislexic am I.

..Maury,

Maybe more LODs for older models, but most newer ones have at least four LOD levels...

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Razer
Pilot
posted 06-21- 01:26 PM     Click Here to See the Profile for Razer   Click Here to Email Razer     Edit/Delete Message   Reply w/Quote
I've already though of this since it's in many sims on the market or coming to the market. The A-20 will have this feature added to see how things work.

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Bryan Russell
Pilot
posted 06-21- 01:33 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
I really can't see reason to explicitly make smaller textures for each LOD level, thats what Mip Mapping, or even the SDOE LOT system is for.

In case you don't know what it is, Mip Mapping is a system done in hardware on the card, that chooses the right sized textures to load and apply based on the coverage required for a triangle. Its real purpose is to improve image quality at distance, but it has the side effect that less card texture memory is required for objects that are further away. Typically the Mip Map texture "Pyrimid" goes down to 1x1, so the dot you are talking about would need only a 1x1 texture loaded and displayed.

There may be more to the IL2 feature you just described, but on that description it does't sound like a particulary good idea.

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