Op 02/05/2021 om 14:11 schreef Bald Eagle:
> 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!
> 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.
By default, a factor 2 scaling is used, I understand. That is not
difficult; what is (at least for me) is how to chose the right texture
for each render or location in the scene (for instance the background of
a chequered plane smoothly grading into the foreground). Well, I have an
idea of course, but no time to test it out presently. :-/
> Maybe there's some kind of MOA (minutes of angle) calculation that initially
> gets done to optimally set the different image_map resolutions...?
Hmm... possibly. I have no idea at this stage however.
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