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Fsx passenger error mini mipmap
Fsx passenger error mini mipmap










As only textures very close to the viewer had to be stored in their highest resolution, videoram usage was significantly reduced with no visual impact (provided the terrain engine could keep up and unload/load texutres in a timely manner). So that while 1024x124 textures are displayed up close, the engine gradually switches to 512x512, 256x256, 128x128 etc farther out toward the horizon. Considering "blurries" is one of the most common problem with FS, I was thinking about what to do about them.I'm mostly refering to the "dynamic" blurries, where the terrain engine can't keep up, causing 2m, 5m or even 10m tiles to appear in place of the 1.2m tiles close up.FSX includes many miplevels built into its textures, and dynamically loads and unloads textures "on the fly".












Fsx passenger error mini mipmap