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Newton car demo question
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Autor:  BTierens [ Sa Dez 04, 2004 10:53 ]
Betreff des Beitrags:  Newton car demo question

Hi,

The Newton car demo uses level of detail. I don't think it is possible to use a level of detail with vertex arrays so does the Newton car demo render each landscape tile with glVertex3f() commands?

Or does it use another way?

Autor:  Sascha Willems [ Sa Dez 04, 2004 18:11 ]
Betreff des Beitrags: 

I guess you mean my car demo. And no, it's not using any kind of LOD.

Autor:  BTierens [ So Dez 05, 2004 09:12 ]
Betreff des Beitrags: 

Yes, I mean your car demo.

What is this technique then?

Dateianhänge:
cardemo.jpg
cardemo.jpg [ 24.3 KiB | 4654-mal betrachtet ]

Autor:  Sascha Willems [ So Dez 05, 2004 13:49 ]
Betreff des Beitrags: 

Ah, you mean the texture quality, right? That's not done on my side it's something your graphicscard does and it's called mip-mapping. If you upload textures you normally create mipmaps for different texture sizes that are used depending on the distance of the textured object. And the reason it looks so washed out on the distance in your shot comes form the fact that you have set up your card to use some "bad" filtering, like only bl-linear. I for myself use 8xanisotropic filtering on my graphicscard to also get sharp textures in the distance.

Autor:  BTierens [ So Dez 05, 2004 14:04 ]
Betreff des Beitrags: 

Thanks.

Autor:  Stucuk [ So Dez 05, 2004 16:37 ]
Betreff des Beitrags: 

Code:
  1.     glTexParameteri(Texture_D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
  2.     gluBuild2DMipmaps(Texture_D, 4, Width, Height, Format, GL_UNSIGNED_BYTE, pData);

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