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big picture size
Started by chriss0212 at 09-18-2008 19:24. Topic has 3 replies.

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  09-18-2008, 19:24
chriss0212 is not online. Last active: 1/5/2009 11:20:13 AM chriss0212

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Joined on 03-21-2006
Düsseldorf/ Germany
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big picture size
i need to import a picture with very big dimensions (> 20.000 pix) which is of course to much for a single texture. if i make slices from that big picture i get gaps between the pictures if i zoom SMALLER. everything is fine if i zoom in. any idear ??

greetz

chriss

...........and don't give up :-)
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  09-19-2008, 9:42
Karol is not online. Last active: 1/6/2009 2:15:21 PM Karol



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Joined on 05-15-2005
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Re: big picture size
Hi Chriss!

If you need to display pictures of such dimensions you have to splitt this monster into smaller pieces (so called monster-slayer approach ;) ). Start the Caps Viewer that is integrated in Ventuz (Tools menu). It displays a list of graphics devices. Click on your primary graphics card and than chose 'Hardware'. There is an entry Max Texture Width/Height. This is the maximums size of picture fragments that you can use.
Just to get you right: you get gaps if you zoom out (bigger part of the picture is visible)? Thats strange. Normally it shoud be vice versa: you get gaps if you zoom in because the parts are not connected correctly. Could you post a screenshot!?
Try the Z-Testing node and disable z-testing.

Best Regards
karol


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  09-19-2008, 11:45
chriss0212 is not online. Last active: 1/5/2009 11:20:13 AM chriss0212

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Re: big picture size
hi karol....

hope you feel fine :-)

the problem seems to be the filter of the texture loader......if i am un linear i have ainterpolation on the first pixels which makes the image a little bit smooth at the beginning and thats the "gap" i think. I think fpr the moment a solution coud be, to makes the picture slice not in that way that they fit pixel to pixel....i think i have to make a little "overlap" and than scale the picture on the 2d mapping :-(
what do you think??

greetz and gratulations to 2008 :-) i am testing :-)

...........and don't give up :-)
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  09-20-2008, 10:44
Ralf Stanke is not online. Last active: 1/6/2009 1:23:45 PM Ralf Stanke



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Joined on 05-15-2005
Hamburg, Germany
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Re: big picture size

Hi Chriss,

A texture on Direct3D or OpenGL should always be in power of 2 dimensions. (2048,1024,512,256,..)

Ventuz does automatically calculate Mipmaps for textures which actually halfen the dimension by two for every level - down to 1x1 pixel. If your Level0 (original image) is not a pow2 sized one, the graphics board is scaling it to the next higher pow2 size - this results in blurry images on level0. To avoid this, splitt you monter in e.g. 4096, 4096 pieces...

Ralf


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