Good evening,
I have to render a landscape with terrain and lots of buildings in it. Some of them are landmarks. A landmark is a building with a texture. Usually, there are relatively (compared to the overall buildings) few landmarks on screen and they are far apart, but they tend to have textures with high resolution. I have to code for a system where video memory is a concern and where only around 30 MB would be available for the landmarks textures at a time. With potentially dozens of landmarks on screen at a time and texture sizes in the mb range, this is a problem. My question is now what the most appropriate technique would be for me to keep texture memory usage low. My first thought would be something like Virtual texturing / Megatexture but is this really necessary if the landmarks are so sparsely distributed or would some simple customized mipmapping scheme be more appropriate?
Thanks for any suggestions.