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Bug #908

Detail texture maximum distance ignored

Added by danij over 10 years ago. Updated over 3 years ago.

Status:
New
Priority:
High
Assignee:
-
Category:
Defect
Target version:
Start date:
2010-05-11
% Done:

0%


Description

Presently the maximum distance specified in a Detail definition is ignored. Doomsday should use this value as a factor when generating the mip level textures to progressively ramp up/down the rate at which they blend to grey.

Labels: Graphics


Related issues

Related to Feature #7: Next-gen renderer (codename "Gloom")Progressed2003-07-10

History

#1 Updated by skyjake about 10 years ago

Mipmap levels depend on screen resolution, so if they are used for this purpose they have to take the screen dimensions into account.

The default detail texture visibility limit is (was?) 256 units.

#2 Updated by danij over 8 years ago

Rather than modifying the mip levels it would be a whole lot easier to use GL_TEXTURE_LOD_BIAS to apply the maximum distance.

Using the mip level approach is problematic because the maximum distance varies for each detail texture definition and texture file combination. This is further complicated by the fact we need to provide the user with a distance factor multiplier.

#3 Updated by skyjake about 7 years ago

  • Tags set to Textures, Materials, Renderer
  • Subject changed from Detail texture max distance ignored to Detail texture maximum distance ignored
  • Category set to Defect
  • Target version deleted (1.8.6)

#4 Updated by skyjake about 7 years ago

  • Parent task set to #7

#5 Updated by skyjake almost 5 years ago

  • Parent task deleted (#7)

#6 Updated by skyjake almost 5 years ago

  • Related to Feature #7: Next-gen renderer (codename "Gloom") added

#7 Updated by skyjake over 3 years ago

  • Target version set to Rendering

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