tahoma wrote:
>> In the end i doubt this will lead to better results in shorter time
>> (but i will be happy to be proven wrong).
>
> That's why mipmapping or trilinear filtering is common practice in realtime
> graphics.
Do you think the reason for why it is commonly used is that it won't
lead to better results in shorter time or that i will be proven wrong?
And it is not 'mipmapping or trilinear filtering' - mip-mapping can be
used with trilinear filtering or with other filtering techniques.
> Beside the fact that is decreases cache misses for gpu's to fetch
> texels it gives better results without FSAA.
> Nevertheless you can do fancy things with different textures. If you
> don't use
> just downsampled textures you can achieve some nice texturing effect
> depended
> on the fragment distance. I don't know if there exists a pattern in
> povray for
> this.
The distance of the surface from the camera is only one out of many
factors that influence the size an image map appears in in POV-Ray. You
will only be able to estimate the size and this will only be accurate if
you add some rather expensive calculations (like tracing additional rays).
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 03 May. 2005 _____./\/^>_*_<^\/\.______
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