Weter, on 27 November 2021 - 10:54 PM, said:
How Mip mapping works at MSTS/ORTS for us?
Hi Weter,
MipMaps are one of the best ways we have to combat Moire distortions on our textures in the sim - any time you have a texture where you have high contrasting or repeating parallel lines on a texture - it will look like it shimmers in the sim. Vegetation seems to sparkle from the same effect. It seriously detracts from anything that uses the texture. Brick buildings - by their very nature - are probably the most notorious and severe examples we see - the textures seem to almost move and dance about as you change the camera angles. Things like track textures also do it quite often. The solution - is to lower the contrast of the offending texture and/or add MipMaps. MipMaps are simply like LOD’s we use for shapes - for your textures - the further you pull away - detail from the texture is combined and reduced in subsequent snapshots saved with the texture. Obviously MipMaps make your textures file size larger with the stored snapshots. If we can’t produce MipMaps for the offending texture - it renders the texture useless in my humble opinion.
Here’s more on Moire:
https://en.m.wikiped...r%C3%A9_pattern
Regards,
Scott