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"FexFX" <fex### [at] comcast net> wrote:
.....
> However, even if I used a texture as you reccomend, the sphere on which the
> texture was painted would still suffer the same limitations (albeit with
> less memory overhead)
> One thing I was thinking is that the stars can move with the camera location
> (not rotationally, but in the prime directions) because according to paralx
> you should never get ANY closer to any of the stars in a scene unless you
> were traveling at insane speeds...
Don't forget sky_sphere....
Charles
PS Since this seems to come up a lot, I sometimes wish for some sort of an
alternate parse/render mode where every float uses even more bits, not
necessarily defined by what the local architecture/compiler/FPU is designed
around. Imagine being able to set float bit length to 128, 256, 512!? in an
INI file. I know, I know, it'd be super slow, probably hard to implement and
I'm dreaming ;-)
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