Some say some of our physics conversations have been influenced by this
substance, but now there is proof ;).
I have stuck some grass in my sim (basically to make me feel that I am
making process while I figure out the culling method that is for me :)
http://www.siroccoracing.com
All the best,
Ash
lol! Very nice grass, the track's looking good :-)
Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com
My little car sim screenshots:
http://performancesimulations.com/scnshot4.htm
On Tue, 22 Jan 2002 13:48:05 +0000, Ashley McConnell
<[email hidden]> wrote:
Hey, cool grass; Carrera is so brown otherwise. :)
Don't exactly know how its done in D3D, but try turning on mipmapping
for the grass (and sand), and also, anisotropic filtering does a lot
of good on these otherwise shimmering textures (I can't get mipmapping
to work in F1-2001 and it really looks awful; epileptic seizure alert
heaven, lol).
I don't use mipmapping on roads btw (a bit hardcoded based on
texturename), since that looks better without, IMHO.
Ruud van Gaal
Free car sim : http://www.marketgraph.nl/gallery/racer/
Pencil art : http://www.marketgraph.nl/gallery/
Quoted text (7 lines)
>Some say some of our physics conversations have been influenced by this >substance, but now there is proof ;). > >I have stuck some grass in my sim (basically to make me feel that I am >making process while I figure out the culling method that is for me :) > >http://www.siroccoracing.comQuoted text (15 lines)
> Hey, cool grass; Carrera is so brown otherwise. :) > Don't exactly know how its done in D3D, but try turning on mipmapping > for the grass (and sand), and also, anisotropic filtering does a lot > of good on these otherwise shimmering textures (I can't get mipmapping > to work in F1-2001 and it really looks awful; epileptic seizure alert > heaven, lol). > > I don't use mipmapping on roads btw (a bit hardcoded based on > texturename), since that looks better without, IMHO. > > > Ruud van Gaal > Free car sim : http://www.marketgraph.nl/gallery/racer/ > Pencil art : http://www.marketgraph.nl/gallery/ >Just a warning that on most graphics card turning off mipmapping will incur
a performance penalty due to having to keep refetching texels out of the
high res texture while drawing the distant road polys (e.g., thrashing the
texture cache on every few pixels). You might try instead playing with the
MIP LOD bias (I forget what it's called in DX these days), where you can
shove the mips out to where it starts to look "sparkly" instead of "blurry",
but not be as sparkly as with no mipmapping at all. Ideally, you would be
able to adjust this per-texture. Also, you can get a free anisotropic
filtering effect by making your road textures stretched vertically, so that
when viewed in perspective, the texels are approximately square (e.g., 3:1
or 4:1 aspect ratio).
"Ruud van Gaal" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (25 lines)
> On Tue, 22 Jan 2002 13:48:05 +0000, Ashley McConnell > <[email hidden]> wrote: > > >Some say some of our physics conversations have been influenced by this > >substance, but now there is proof ;). > > > >I have stuck some grass in my sim (basically to make me feel that I am > >making process while I figure out the culling method that is for me :) > > > >http://www.siroccoracing.com > > Hey, cool grass; Carrera is so brown otherwise. :) > Don't exactly know how its done in D3D, but try turning on mipmapping > for the grass (and sand), and also, anisotropic filtering does a lot > of good on these otherwise shimmering textures (I can't get mipmapping > to work in F1-2001 and it really looks awful; epileptic seizure alert > heaven, lol). > > I don't use mipmapping on roads btw (a bit hardcoded based on > texturename), since that looks better without, IMHO. > > > Ruud van Gaal > Free car sim : http://www.marketgraph.nl/gallery/racer/ > Pencil art : http://www.marketgraph.nl/gallery/On Tue, 22 Jan 2002 19:41:31 -0600, "Dave Pollatsek"
<[email hidden]> wrote:
Ah, I had already though something like that, but didn't really check
out what extension that was again (I'm using OpenGL; Ashley is using
D3D). I think it's a standard feature in OGL1.2 or OGL1.3, but don't
know the extension name for OGL1.1.
Thanks for the tip.
> Ideally, you would be
>able to adjust this per-texture.
Right, hm, perhaps a Quake-like shader script is in order (perhaps
defaulting all other shaders to standard hardcoded ones). Doing
cutting-edge stuff takes more and more effort to make small steps,
gosh.
> Also, you can get a free anisotropic
>filtering effect by making your road textures stretched vertically, so that
>when viewed in perspective, the texels are approximately square (e.g., 3:1
>or 4:1 aspect ratio).
Great tip, thanks for that!
Ruud van Gaal
Free car sim : http://www.marketgraph.nl/gallery/racer/
Pencil art : http://www.marketgraph.nl/gallery/
Quoted text (7 lines)
>Just a warning that on most graphics card turning off mipmapping will incur >a performance penalty due to having to keep refetching texels out of the >high res texture while drawing the distant road polys (e.g., thrashing the >texture cache on every few pixels). You might try instead playing with the >MIP LOD bias (I forget what it's called in DX these days), where you can >shove the mips out to where it starts to look "sparkly" instead of "blurry", >but not be as sparkly as with no mipmapping at all.Dave Pollatsek wrote:
Thanks for the tips Dave! I am very new at the old 3d graphics lark ;).
I have only really started, there are a few things I dont understand
about your helpful tips, but it gives me something to go off and
research more fully :)
I am hoping to leave the graphics to the side fairly soon and get into
the "real" stuff, i.e. the physics and networking :). It'll not be very
good for screenshots for a while, but its the core of the sim nonetheless :)
Thanks again!
Ash
PS Am I right in thinking your are of MGI / viper / heat fame?
Quoted text (13 lines)
> Just a warning that on most graphics card turning off mipmapping will incur > a performance penalty due to having to keep refetching texels out of the > high res texture while drawing the distant road polys (e.g., thrashing the > texture cache on every few pixels). You might try instead playing with the > MIP LOD bias (I forget what it's called in DX these days), where you can > shove the mips out to where it starts to look "sparkly" instead of "blurry", > but not be as sparkly as with no mipmapping at all. Ideally, you would be > able to adjust this per-texture. Also, you can get a free anisotropic > filtering effect by making your road textures stretched vertically, so that > when viewed in perspective, the texels are approximately square (e.g., 3:1 > or 4:1 aspect ratio). > >I'd say screw the graphics once you get a box or something on the screen and
go straight for the physics (the fun stuff, in my opinion)...
-Dave
(of MGI "fame", as such)
"Ashley McConnell" <[email hidden]> wrote in message
news:[email hidden]...
> Dave Pollatsek wrote:
>
> > Just a warning that on most graphics card turning off mipmapping willincur
> > a performance penalty due to having to keep refetching texels out of the
> > high res texture while drawing the distant road polys (e.g., thrashingthe
> > texture cache on every few pixels). You might try instead playing withthe
> > MIP LOD bias (I forget what it's called in DX these days), where you can
> > shove the mips out to where it starts to look "sparkly" instead of"blurry",
> > but not be as sparkly as with no mipmapping at all. Ideally, you wouldbe
> > able to adjust this per-texture. Also, you can get a free anisotropic
> > filtering effect by making your road textures stretched vertically, sothat
> > when viewed in perspective, the texels are approximately square (e.g.,3:1
:)
>
> Thanks again!
> Ash
>
> PS Am I right in thinking your are of MGI / viper / heat fame?
>
Quoted text (12 lines)
> > or 4:1 aspect ratio). > > > > > > Thanks for the tips Dave! I am very new at the old 3d graphics lark ;). > I have only really started, there are a few things I dont understand > about your helpful tips, but it gives me something to go off and > research more fully :) > > I am hoping to leave the graphics to the side fairly soon and get into > the "real" stuff, i.e. the physics and networking :). It'll not be very > good for screenshots for a while, but its the core of the sim nonethelessOn Thu, 24 Jan 2002 21:30:49 -0600, "Dave Pollatsek"
<[email hidden]> wrote:
>I'd say screw the graphics once you get a box or something on the screen and
>go straight for the physics (the fun stuff, in my opinion)...
Hehe, I'm more of a graphics person myself. I find both very
interesting, and probably graphics even more.
But no graphics look nice for more than a couple of seconds if there's
no equal-quality physics to back the graphics up (that immersive
feeling).
The combination is ofcourse what makes things stand out, in the end.
It all has to be good.
Ruud van Gaal
Free car sim : http://www.marketgraph.nl/gallery/racer/
Pencil art : http://www.marketgraph.nl/gallery/


































