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From: pockets@d2.com (Sean Cunningham)
Message-Id: <9408221825.AA14902@arcadia.d2.com>
Subject: Re: Image maps
To: lightwave-l@netcom.com
Date: Mon, 22 Aug 1994 11:25:14 -0700 (PDT)
In-Reply-To: <9408221527.AA08773@zimmer.CSUFresno.EDU> from "Bill Mills" at Aug 22, 94 08:27:17 am
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:) I always use the following rule of thumb when using texture map images.
:) I scale my brush to approximate the amount of screen area it will cover.
This may be a better method than using the texture anti-aliasing function,
see below.
:) For example, if the surface will appear in no more than 1/4 of the rendered
:) frame, I will scale it to 1/4 of the size that I am rendering. Going too
:) far below this will begin to show pixelization/blurring in the map. Of course
:) the texture map anti-aliasing does an excellent job of covering the pixelization
:) but when you're in too close on the surface, but there's a bit of blurring
:) as a side effect.
What you should also be aware of is that this kind of filtering on your
maps is prob'ly degrading the resolution of your map significantly. Blurring
or sub-pixel filtering cuts the effective resolution of the map in half.
This is a real concern when doing sub-pixel translations of composite layers
as well (though I'm not aware of an Amiga compositing package that allows
subpixel moves). At film-res we can get away with whole-pixel moves for
most applications not requiring fine feature tracking.