Scaling the detail on Detail Textures
What''s up with this subject? What does exactly concerns me is how do you set the detail on detail textures. You can scale them by working out the distance between the camera and the triangle being drawn (wouldn''t doing this be too slow if you check on every triangle every frame? if it''s slow, what other technique would you use?)
And about the "detail"... Do you change the detail by reducing the alpha value? Closer, more opaque detail textures, farther more transparent. I really think I''m wrong with this idea since if it''s close enough, the blending between the detail and the actual texture would be lost.
It''s just I can''t find an article about this!
your looking for a technique called mipmapping.
one of the first steps a renderer does is transform
a given polygon into screen space. from there a simple
check against the z value (or in some cases the 1/z)
can determine which mipmap level to use. most hardwares,
well everyone that ive ever worked with at least,
provide a scaling factor to adjust when mipmap levels
switch.
one of the first steps a renderer does is transform
a given polygon into screen space. from there a simple
check against the z value (or in some cases the 1/z)
can determine which mipmap level to use. most hardwares,
well everyone that ive ever worked with at least,
provide a scaling factor to adjust when mipmap levels
switch.
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