"jbwest" <jbwest@[EMAIL PROTECTED]
> wrote in message
news:7-SdnZ1rocneNNnVnZ2dnUVZ_judnZ2d@[EMAIL PROTECTED]
>
> "fungus" <openglMYSOCKS@[EMAIL PROTECTED]
> wrote in message
>
news:929869a7-7904-4672-ad3e-b474cccd5f39@[EMAIL PROTECTED]
>> On Jun 2, 3:24 am, "jbwest" <jbw...@[EMAIL PROTECTED]
> wrote:
>>>
>>> In fact, you don't need a hugely big initial texture. You don't need
one
>>> any
>>> bigger than twice the screen resolution.
>>
>> 2048x2048 is the most you can expect from the average
>> graphics card.
>>
>> "Twice the screen resolution" is optimistic on many
>> machines.
>>
>> --
>> <\___/>
>> / O O \
>> \_____/ FTB. Remove my socks for email address.
>
> 1024 (the vertical extent of an unclipped sphere) isn't much less than
> vertical screen res on a typical rig -- and that would have to be a
> full-screen window. So 2kx2k is pretty close, given that you only have
the
> full pixel size at the meridian, and everything else on a sphere is
> sampled down anyway.
>
> -jbw
>
Well, what more could I ask for guys, theres a whole lot of info for me to
be going through there.
I need to do a little more reading about textures along with jbw's
comments
then try to knock up some basic code.
Thanks very much jbw and fungus for the comments, they will prove really
useful I'm sure.
I'll no doubt ask more questions as and when problems arise so I hope you
don't mind.
Thanks
Lynton


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