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High-res maps flexibility

PostPosted: Fri Feb 04, 2011 12:39 pm
by CBFASI
The ability to choose figures rather than work by the integer ratios.

Example of the current issue:

Heightfield = 2048 x 2048, with 1 point for every 10m
Actual size 20480m (or 20k)

Intended 'Satelite' resolution of 1 px per 2m, thus requiring a texture res of 10240 x 10240
(Would of been MUCH worse if I wanted 1 px per 1m, as that would have to do over 50% more work than required at 32768 instead of 20480)

Only possible way to get this is to choose the 16384 and then 'scale' it down in a graphics programme.

If I was able to set that I wanted the 10240 then it may reduce processing time in L3DT rather than doing extra work that is not even wanted, and make for imagery more reflective of the final target.

Re: High-res maps flexibility

PostPosted: Wed Mar 16, 2011 10:23 pm
by Aaron
Hi CBFASI,

Did you have any success/problems using a texture ratio of 5? That should have produced a texture size of 10240 x 10240 as required.

Regarding arbitrary output sizes; I'll have to think about this a bit more deeply before I commit to implementing this feature. Supporting arbitrary scaling ratios could have a drastic performance penalty on the speed of the texture map calculation, to the extent that it may be faster to generate the map at the next largest integer ratio and then down-size. I'll look into it.

Best regards,
Aaron.

Re: High-res maps flexibility

PostPosted: Sun Jun 26, 2011 8:28 am
by CBFASI
You can call me an idiot, just noticed that when using the little arrows its goes 2-4-8-16-32, but when you manully enter you enter any figure (this solves it).... (yes I know its been a while)