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Thomas de Groot <tho### [at] degrootorg> wrote:
> > Presumably, this is what all this "mip-mapping" business is about. Has anyone
> > ever tried to emulate that process, that we know of?
> >
> Good question. It would be interesting to try indeed. RoundTuits are
> needed however!
https://www.youtube.com/watch?v=0flY11lVCwY
He covers this briefly in the first 2 minutes.
Just shooting from the hip here, but it sounds like a functional emulation of
this would be to start with a very large, high-def version of the texture and
then make a few smaller versions. Then just have an array of the filenames and
the texture could probably be automagically sampled at the desired resolution
using a polynomial function like I did in the vortex scene or using a spline
like Ingo is doing.
Maybe there's some kind of MOA (minutes of angle) calculation that initially
gets done to optimally set the different image_map resolutions...?
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